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Post by Lavie on Dec 6, 2016 19:00:26 GMT
If you have any unique item suggestions and recipes, let me know! "Unique" as in something I may not already be thinking of adding. I will add general things like more tools (spindle, anvil, etc), generic weapons from our existing ores/materials (iron sword, bronze hammer, platinum magic staff, etc), clothing and armor from existing materials (cloth tunic, hide armor, dyed cloth capes), etc. Just let me know if there is anything you would like to see added and you don't mind sharing.
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mock
New Member
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Post by mock on Dec 7, 2016 16:48:08 GMT
Maybe some 'magical items'
Using Madder Root x Paltinum - Trident Stuff like that maybe?
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Post by mazarbul on Dec 9, 2016 14:19:48 GMT
What about expanding, or altering, the scroll type tiers? Currently we have just the three, but I find myself liking the idea of having four: "common," "uncommon," "rare," and lastly, "legendary."
"Common," like the current lore suggests, would point towards creatures of an easy-to-manage, everyday nature— like backyard chickens. "Uncommon" could signify something unusual but not unheard of; magical 'alterations,' or folklore critters of humble stature. "Rare" might take this idea further, being prime suited towards entities both sizable and demanding and best left for summoners of proper training; the real meat and butter of mythology. "Legendary," fit only for fools and the slightly mad, is left with creatures whose potentials ranges from "chiefest calamity" to "devourer of worlds."
This is assuming the (main?) purpose of scrolls is the act of summoning. Nonetheless, four does feel nicer than three.
I do hope this counts as a unique suggestion!
Also, it might be interesting to have 'reverse crafting' as an option. That is to say, taking an item and breaking it down into constituent parts wherever possible (or impossible; we do have magic, after all).
Take water for instance! It's bottled, right? Some day, I might want to use the water without inexplicably obliterating the container; my craftsmanship cannot be that explosive.
Which brings up my next thought: multiple products from a single crafting…?
…I might have slightly derailed so I'll just stop myself here. x)
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Post by Lavie on Dec 9, 2016 20:22:50 GMT
Maybe some 'magical items' Using Madder Root x Paltinum - Trident Stuff like that maybe? Yes we will definitely have some magical type items. (: At the moment I'm kinda going from the ground up, so right now we only have the basic stuff. You'll start to see more magical type materials dropping like neon mushrooms, artifacts, and then finally an assortment of weaons, armor, etc! ^^ What about expanding, or altering, the scroll type tiers? Currently we have just the three, but I find myself liking the idea of having four: "common," "uncommon," "rare," and lastly, "legendary." "Common," like the current lore suggests, would point towards creatures of an easy-to-manage, everyday nature— like backyard chickens. "Uncommon" could signify something unusual but not unheard of; magical 'alterations,' or folklore critters of humble stature. "Rare" might take this idea further, being prime suited towards entities both sizable and demanding and best left for summoners of proper training; the real meat and butter of mythology. "Legendary," fit only for fools and the slightly mad, is left with creatures whose potentials ranges from "chiefest calamity" to "devourer of worlds." This is assuming the (main?) purpose of scrolls is the act of summoning. Nonetheless, four does feel nicer than three. I do hope this counts as a unique suggestion! You have a point! This could also work for items as well, making some slightly less common than they are currently. (: I'll go ahead and add "uncommon" to the categories list. I do like the idea of reverse crafting, and perhaps with the proper tools (or not) a player could do this. I'm pretty sure I can already make this happen actually with the way recipes work now. I could make a recipe where you just put a bottle of water in the crafting panel and you get a jar in return. Maybe if you want to destroy that extra mortar & pestle you made, putting it and a sledgehammer/pickaxe will yield some stone in return. Multiple products can be added during improvement phase. I'll see how I feel about it. I'm not sure how complicated that would be to code.
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Post by Thornes on Dec 9, 2016 21:04:16 GMT
I don't exactly think it's that complicated to code though! All you have to do is add some more recipes! Like for example as you said, add a sledgehammer/pickaxe to the game (craftable) and just make a recipe where you have to use a sledgehammer and for example mortar & pestle and get stones out of it!
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gami
New Member
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Post by gami on Dec 12, 2016 20:41:16 GMT
Idea: recipes for "tools" that are equipable to use in the waterfall. The tools start at 100% and will wear down and "break" at 0% after they catch X number of items.
For instance, a net. -- maybe yarn ball x 3, stick x 1 -- the net allows the user to just click and drag their cursor across items to catch them all at once.
Gauntlets - glove-like things made of various metal bars and jewels. more common metal / jewels create 'lesser' gauntlets, and rarer jewels and metals create 'higher' guantlets - eg. gold bar + diamond creates royal gauntlet.
On the waterfall, show the different user's cursors on the screen as hands, and gauntlets for people who have gauntlets equipped. If two users click the same item at the same time, the one who has the higher level gauntlet wins the item.
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Post by Lavie on Dec 12, 2016 23:31:09 GMT
Idea: recipes for "tools" that are equipable to use in the waterfall. The tools start at 100% and will wear down and "break" at 0% after they catch X number of items. For instance, a net. -- maybe yarn ball x 3, stick x 1 -- the net allows the user to just click and drag their cursor across items to catch them all at once. Gauntlets - glove-like things made of various metal bars and jewels. more common metal / jewels create 'lesser' gauntlets, and rarer jewels and metals create 'higher' guantlets - eg. gold bar + diamond creates royal gauntlet. On the waterfall, show the different user's cursors on the screen as hands, and gauntlets for people who have gauntlets equipped. If two users click the same item at the same time, the one who has the higher level gauntlet wins the item. Oh I love the gauntlet idea! Showing different colored gloves maybe with usernames underneath to show who is grabbing what. Only problem I foresee is if there's tons of users on, there will be tons of gauntlets on the screen. Could cause lag or just a little unsightly if the screen gets filled. Hmmm... definitely a good idea for future improvements to the item drop though. (: Maybe if they're smaller and inconspicuous. As for the net, I'm not too sure. Again it depends on how many users we'll end up having. But if everyone has nets and is using them it's going to be hard to get items since they'll all be swiped up, especially for newer users without nets. Alternatively, we can enable this if we have multiple Item Drop locations. Maybe each location only allows certain level users in it, so nets can be used in the player level 20+ area but not in the newbie area. We'll see what the future brings for the Item Drop. ^^ There's many possibilities for making it better than just some items falling down.
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gami
New Member
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Post by gami on Dec 13, 2016 18:36:40 GMT
Idea: One-time use item recipes as items. These recipes would be hidden on the wiki. So you have to get the recipe item in addition to the ingredients in order to craft the item.
Idea: Make falling speeds in waterfall different speeds for different rarity items. Items that are rarer fall faster, items that are not as rare, fall slowly. As a user approaches their item catch limit, then the falling speed increases for them to make it more difficult to catch until they cool down a little and it slows back down to normal speed. Have a special item like an hourglass that lets the user slow down the rate of items falling down temporarily (like for 30 seconds).
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Post by Thornes on Dec 13, 2016 18:42:28 GMT
To be honest I think it's best if all the recipes show. This way you can also just purchase items from another person to craft what you need for a certain recipe or to use in a certain recipe. Or at least, I think there is going to be a trading/selling feature eventually, right?
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Post by Lavie on Dec 13, 2016 18:47:25 GMT
gami, ThornesI had actually been thinking of having "hidden" recipes as little easter egg type things. I like the idea of having the recipe as an item, so maybe it has a super low drop chance and drops occasionally. Whoever gets it will learn the recipe and can spread it to others if they want. We'll have to see how others feel about that, but maybe eventually it can be implemented. (: Even if it's not like a permanent feature, at least for holidays and events we can have hidden recipes.
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gami
New Member
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Post by gami on Dec 13, 2016 18:49:03 GMT
To be honest I think it's best if all the recipes show. This way you can also just purchase items from another person to craft what you need for a certain recipe or to use in a certain recipe. Or at least, I think there is going to be a trading/selling feature eventually, right? I think I understand, you mean if you have to get a recipe before being able to make an item, it makes it harder to create the item? But you could also trade/buy that recipe from someone, too. I think both ways are fine. I just recommended it as a way to add more depth to the game in the form of discovery. Sometimes it can be fun to "uncover" or "discover" hidden parts of a game.
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Post by Manewa on Dec 13, 2016 20:43:55 GMT
I had actually been thinking of having "hidden" recipes as little easter egg type things. I like the idea of having the recipe as an item, so maybe it has a super low drop chance and drops occasionally. Whoever gets it will learn the recipe and can spread it to others if they want. We'll have to see how others feel about that, but maybe eventually it can be implemented. (: Even if it's not like a permanent feature, at least for holidays and events we can have hidden recipes. Personally, I think hidden recipes in general are an annoyance, but that's just me. However, I see here a problem of a larger scale. If one now goes to a wiki and quickly checks trough the current recipes, the most common theme is three or four different items, with at least one of them having a quantity of more than one, usually between 5 and 15. Now, if we did know what types of items are required, hitting the right combination of quantities would still require some ingredible luck or some serious grinding. If we don't know even that, finding the right combination becomes a game of pure luck, and every new item added to the site would make this even more difficult. Now, we could say that these "easter eggs" are just collector items, and of no concern for those who just want to be casual players. However, this, again in my opinion, would close the doors from some earlier, largely supported suggestions, the major problem being the idea of "Item Database". The earlier suggestion was that any user would have a straight access to a personal database from where one can see exactly how many of all the items of the site one has obtained. Which is great. But. If these Easter eggs get added, there will suddenly be a bunch of items greyed out, ones of which recipes one can't find from anywhere. Of course, we can still say they are only collector items, but with the database that would feel like a lie. Such a database is almost certain to become an achievement-type of thing, completing the database means you complete the game. So, at least completely hidden recipes would get a definite no from me. The recipe as an item would work better, but that could cause problems on forums. The help forum would really likely get swamped with repeated questions about these (at least whe the site grows and becomes older so that the amount of info on the forums becomes so large new joiners won't be reading all of it anymore. Yes, I'm thinking maybe too far to the future), and those who actually would like to figure out the recipes themselves will have to be really careful when going trough the forums in order to avoid getting the recipes spoiled for them. Of course these both can be avoided with some heavy moderation, but it requires a lot of extra work when the site grows. And my last point: there's a lot easier way to achieve the joy of discovering stuff. Don't look at the wiki. Of course, with the current set up of the site one goes there automatically, and for now, one also has to because that's pretty much the only place from where one can see all the items that can be crafted and beasts which can be summoned. However, I would guess this would change when the "base" of the site is ready. Once the site reaches a certain base-state, newly added recipes and beasts could start to be announced on the forums for example, "Hey, we have a new creature discovered, and we also found a new way of forging!". In these sorts of threads, there could be pictures of the new craftables, maybe some hints of the new beasts, so that everyone knows there's something new. Those who just want to quickly complete their collection could hit the wiki (which could be "hidden" into some less obvious and attracting place so that one doesn't feel obligated to go there) and check the recipe there. Those who want to find the right combination by themselves could do so without the wiki. And as for the community events, some sort of mystery would be fun, but again I'd say that just simply stating "there's a new recipe, find it" is not a good way, not when the crafting is as copmlicated and rich feature as it is here. Some sort of hint or something should be given, or at least there should be no pressure of time running out, like if it's let's say a christmas event, it would be bad to say that after 25th of December the recipe will stop working whether or not it has been discovered by the community. Yeah, rambling...
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Post by Lavie on Dec 13, 2016 22:14:01 GMT
Manewa, I understand your concerns. I think with any new feature that gets added, some will love it and some won't. You know me well from the previous site I owned and know I will always check with users first before implementing anything. (: We are an item collection site after all, so if hidden recipes were to ever become a thing I would make sure to do it in a sensible way. Even if that just means a holiday only type system to give users something fun to do during those times. They definitely wouldn't be impossible to find or craft, I can guarantee that! Once we make updates and optimize the game more to make crafting and collecting easier (namely being able to craft without entering precise amounts, and crafting multiples), such a feature may start to sound better. It's still not guaranteed though, IF it were ever implemented it would be after the site's been officially released since there's a lot of other things I want to push forward first.
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