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« on: October 14, 2005, 07:12:49 pm »
It is very early to state these things, i know, but i still wanted to give it a try.
To start with 2 little stories stating my points:
Durin the dwarf just bought a load of coal and iron ore from a dwarven npc in the local mines named \"Mining Officer.\" He puts the ore in his backpack, and runs back to his forge. He starts melting and smithing ore.
/craft_smith_longsword
\"U just created a longsword!\"
/craft_smith_longsword
\"U just created a longsword!\"
/craft_smith_longsword
\"U just created a longsword!\"
/craft_smith_longsword
\"U just created a longsword!\"
Then sells the swords to the local trader/blacksmith \"Harnquist\" and makes some money, which he uses a part from to get new ore.
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The above shows how all the MMORPG\'s I know work, but how about this version:
Durin the dwarf went to the Market Place, he found a PC named \"Askantor Andorem\", who uses his ox cart to travel around the word trading goods. Askantor just has bought himself a fresh load of coal and iron ore from the PC miners at the local mine. Durin and Askantor negotiate on the price for a few minutes, and Durin pays an amount for the ore that is gives them both enough profit.
Durin goes home and fetches his wheelbarrow, and makes a few back and forth trips from the cart to his house to load the iron ore and coal in his shed.
He melts an amount of ore and coal, and poars it together in a rough mal. Then he starts smithing...
/craft_smith_longsword
\"Please select the design of the sword...\"
[an window pops open, with tenths of shapes and designs he can choose to make the different parts of the sword in. The higher his skill is, the more shapes he can choose from, and the shapes look \"cool\" and more refined, precise, better if his skill is more trained.]
During chooses a nice curved blade shape, a spiked pommel, and a standard grip shape.
\"Durin just forged a long sword!\"
Next he go\'s to the leatherworker, and pays hime some Trias for a peace of leather that the leatherworker fits around the grip, for some comfort.
Then Durin goes to the market place, looking for a player in need of a nicely crafted sword, or a traveling player merchant who will buy his sword, take it to the next village, and tries to sell it there.
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And now for my points and statements:
At first, having loads of npc\'s buying and selling stuff realy takes the fun out of crafting, and professions as being a merchants. As many roles as possible should be left to PC\'s, this gives much more feeling to the game, and makes it a lot more easier to role play, what if durin got angry about the current price, attacked askantor, got arrested, and has to represent himself in a trial?. Not even City Guard roles should be left to NPC\'s, having a npc follow a script and attack the attacker isn\'t as much fun as someone attacking another person, and then trying to convice the novice of \"The Defenders of Freedom\" Guild that the other one attacked him instead.
Secondly, a game will get really boring if every longsword, leather armor, iron helmet, greenwood longbow, and bronze mace looks like any other item of the same kind. Only standard issue army weaponry look the same, all the rest is made by different crafters, and should thus look differently from any other weaponry. Crafters should have choices in how the items they make should look like, Durin\'s crafted longswords should look different from the ones made by his brother Dragin, who lives on the other side of the world. Same goes for stats: some crafters may want to make their longsword a bit lighter and faster, while other might want them to be more slower, bulkyer, crushing blades.
What are your opinions about these two ideas? Should planeshift stand out with a lot of crafting and roleplaying possibilities, or just be like loads of other mmorpg\'s?
I Greet you,
-Waylayen-
(plz don\'t go to hard on my english, it\'s my second language and i can\'t even properly write my first, lol)