Gameplay creation still ongoing but I been thinking of adding in Material Stickers. Let Players collect these Material items and combine them within a level that pays out a Weapon which they can use in the game.
Questions are reguarding how HARD or EASY should I go with my game? I am aiming for a middle ground but because this is LBP there isn't as hardcore or players willing to tackle good & even long games. I require feedback from people so try to answer all questions.
Bottom Row are Material Craft Weapons
How Many items within a combine craft should there be? (It cant be any lower then 2.)
Example: Iron Ingot, Walnut Lumber, Earth Crystal, Copper Rings= Iron Spear (Weapon)
How low should the drop rate be for Normal Materials & Rare Materials?
Example:Kill a enemy or R1 a Chest will random out a Material Sticker which you can then bring over to a Crafting Level to combine those stickers into one and earn a Weapon which you can use for battle & your Job.
Logic: Enemy HP-0/10= Randomizer= Selector-1/100=Emiter=Material Object. Basically what this means is 1 outta 100 or 1% drop rate. I can lower the # of selecter slots to increase the chance of the power single hitting the emiter to give players items.
What kinda player are you?
Hardcore, Casual, Like both of same worlds?
Results 1 to 4 of 4
Drop rate/Crafting feedback please
4 items per weapon sounds good. If you use less items maybe it could produce a lower-tier weapon, e.g. wood+iron=spear but wood+iron+crystal=enchanted spear.
Perhaps you could disassemble old weapons for crafting materials in addition to getting them as drops from enemies.Code:
>As for the science, it may be negative. However, do not forget the thing that there is a scientific side in all the one. The important one is true. of me the ruler of my fate, and me also the commander of my soul. >▉
I see a problem with the random drop. 4 items at random is the same odds they base lotto on. Perhaps make simple material for basic items easy to obtain, then reward the dedicated players with upgrades if they wish to spend the time or have the skill to achieve them.
(Removing Crystal Crafting Stickers to cut down on # of stickers players need to hold)
Instead of stickers im making it so you switch from modes where you choose your type of Crystal b4 placing your stickers on the Crafting Spot.
This will turn it into... 3 Stickers needed for Weapons & 2 needed for Items for Quests. Of course there are ways toget fully ready weapons without crafting.
Such as...Random Chest Rewards from Boss fights and Dungeons.
Problem I'm having right now is completion of Content Update1. It seems amount of content that I want to release may take 2 months. Which im trying to release in 20days.
What Im going to be also doing is increasing the drop rate of low level materials on Higher Level Enemies & adding Fishing/Mining/Logging Trees for Materials also.
Also with "Thunder Crystal" Mode in Crafting Level im gonna make it so you can gain Materials off of Weapons you break/decraft.
Thunder Crystal / Iron Spear= Iron Ore & Walnut Log. Would be good example. Special Weapons which you can only obatin in boss fights and such I may make it so you will need to Decraft to obtain special materials toget a powerful weapon.
Ifrit Spear= Ruby+ Bomb Ash+ Flame Orb. Flame Orb of course being the rare Material. Doing this would also force players to complete these boss fights.
I have already chosen my List of Weapons from lv1~10.
lv1 Basic weapons x4
lv1 Special Weapons x2
lv5 Material Weapons x4
lv5 Special Monster Weapons x4
lv10 Material Weapons x4
lv10 Special Monster Weapons & Some Boss Monster Rewarded Weapons x4
Quite sad looking Wyvern Special Monster... Needs to look like this...
Thankyou for Feedback.
Last edited by venat; 03-06-2012 at 04:02 AM.