Yep, it would be more fun, and it would get more people to play the game.
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Thought of something else. When you click on the items to be used in the synthesis, you should just be able to click on "Main Hand" or "Off Hand" without having to close out of the inventory screen. This also applies to a lot of other menus. If the menu is open, I should be able to click on it without having to close out of the lowest level of menu open.
I've said this once already. In Goonzu, the crafting is click + wait but they add a mini-game that is a rip-off of Bejeweled, and if you score high on that mini-game your crafting end result get more bonus. First hour it's fun, and after that most people simply don't care about that mini-game any more. The same developers went on to make another MMO, Atlantica Online, and they just scrap the mini-game.
And don't let me get on about "crafting" in Puzzle Quest or PQ: Galactrix mining mini-game. I hate them, they feel more like grinding than MMO grinding.
One more note about this - if the crafting minigame were to become something a little more involved and complex - something that couldn't be accomplished by merely pressing enter every 3 seconds, it could cut down on a lot of botting activity.
Even if it takes a little more time than the process we have now, it would be balanced out by being more fun, and by awarding more SP, and by the ability to do multiple crafts at once (so that it would actually be more time efficient to do it that way instead of the old way, even with a bot).
Mini-game is only fun if it isn't tied to progression. In TES Oblivion, FO 3 or Risen, the lock-picking or computer hacking mini-games are only fun for the first few times. After that they become a chore. I don't think I have ever read anyone going "Oh wow I lock-picked that difficulty 100 lock, it feels much better than blowing up that Super Mutie with Mini-Nuke".
Hmm, true. Even if the game is more fun it doesnt change that you're doing the same exact thing for 50 levels, with little change.
Hm.
Fighting at its core is essentially the same everywhere you go, but the places you fight are different, and the way you tackle monsters are different.
As far as crafting goes while you occasionally get sent out to camps, a sword crafts the same way as a hammer or a pair of shoes.
Maybe if the minigame (whether we change it or not) needs some sort of progressive change to its mechanics, I mean when you play a puzzle game its not the same exact puzzle every single stage, it gets progressively different (also harder but we dont want crafting to be so hard people dont do it)
Gotta be careful, though. There were a lot of things implemented in this game that were done in order to hinder RMT and botting, but all it's done is just annoy the legitimate players.Quote:
Any changes to curb botting activity would be welcome and if it negatively impacted my experience I wouldn't mind since it would hinder RMT.
(Fatigue, gathering fatigue, market wards, 4 items per trade, restrictive mob claim system, too many menus, etc)
Well, I would also like to see crafting-specific leves that give an SP reward at the end.
Perhaps, take a leve to replenish ammo at a Beastribe blockade. You have 10 minutes to craft as much ammo as you can. Bonuses for achieving certain objectives throughout the quest.
Maybe a hybrid quest - travel to a location, kill a beast guarding a quarry, mine for certain ores, then use those ores in a craft.