Item Crafting and Quest (NOT CURRENCY)

Hello Grinding Gear Games,

I will be submitting an idea for new content and game development in this email/post

What I propose is a Crafting System that blends the traditional crafting from MMORPG's with the play style and loot system of games like POE.

1.Place a quest in the game in which the basic idea is that you need to rescue some towns folk.
2.During the quest make multiple NPC's that could be rescued and make it only possible to rescue one of them.
3.Make the new NPC that you rescue a “crafter” you could design how ever many you choose whether it be “armor” “jewelry” “weapons/shields” “skill gems” “or something entirely new like item enchants”
4.make this quest only completable one time per character and require investment overtime to get full use out of.

As for a basic idea of how I would design the crafting system in order to blend it with the loot system of a game like POE.

1.I would have the crafter have few items they could initially craft and give them the ability to reverse engineer none magic items. You could for example turn in a short sword, 10 wetstones and 5 scroll fragments to add the “short sword recipe to the crafter”. Then to forge the actual weapon you could require any materials you so choose and consider allowing the crafter to craft it in different rarities based on the materials provided.
2.The possibilities extend even further once this type of system is in place, you could create items that could only be crafted if you so choose. You could create more quests in order to obtain special crafting materials to make special items.
3.You could allow crafters to upgrade none magic items to make them just slightly better before the player chooses to start using currency items on it to forge it into a magic item.
4.When considering the economical impact you can design some of these items to be bound to the character that crafted them if necessary.
5.I feel adding a system like this would add depth to the grind, especially if you added specific items to search for and made them drop more often in specific areas or from specific monsters. This would give players a decision to make when “farming” as opposed to running the most efficient area or the highest level area.



While I have many more ideas and details I could include in this idea, I understand that as designers you do not have the time to read pages and pages of player submitted ideas. I hope this brief overview of a crafting system can inspire the design team to either run with the basics I have laid out or design an system entirely of their own as long as it adds enjoyment, versatility and designing making to the game.

PS: In my opinion the most important thing a game of POE's design can do is give players hard decision to make when tackling the end game grind for items, many games of this design come and go because they simply fail at providing a lasting experience that is not the same 7 minute boss run over and over.


Thanks so much for your time

Chris.
Last bumped on Mar 17, 2018, 8:23:42 AM
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Looks like it took 4 years but you got your league! Bestiary

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