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Showing results for tags 'crafting'.
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This is a bit of musing on crafting, but I just thought of some interesting things lately. I've been playing a lot of Minecraft lately, with basically a magical-stuff mod, and you have to research to discover specific recipes, and you craft things with a combination of traditional crafting (assembling physical items according to a recipe) AND magical crafting (almost alchemy; you break things down into fundamental components, called "essentia," and you reassemble these essentia into altogether different materials/objects). Most of the time, it doesn't really have anything to do with physical c
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Across the various forums (Here, RPGCodex, SomethingAwful etc) there seems to be a fair divide about the existence of Item Durability in Project Eternity. Here is a response from J.E. Sawyer to give context. The purposes of it as described in this post seem to be: A money sink in case players don't invest in the Stronghold and to prevent non-optimal placement (or waste) of skill points when investing points into Crafting on two or more characters. Do you think Item Durability has a place in Project Eternity? If you do not 100% agree with the proposed mechanics, what d
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This intends to provide a streamlined mechanic to make magic items useable throughout the game within pre-decided boundaries (also, a money sink). The short version: Every magic weapon can be attuned to a character's soul (PC's or NPC's) for a fee, which unlocks the ability of the weapon to increase its usefulness over time, only for that specific PC/NPC. Increase of usefulness happens over time from use. Tiered, as to spread the cost and rewards of the attunement over the duration of the game. Costly, to make the item feel more special. Also, very important, increases usability of weaker
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Update by Polina Hristova, Concept Artist/Nightmare Engineer and Brandon Adler, Producery Type Polina in her natural habitat. Hello, everyone. This week will feature an interview with Project Eternity concept artist Polina Hristova. While a Project Eternity concept artist has to be well-rounded in their skill set, Polina specializes in creature concepts. Enjoy. Q: Hello, Polina. What is your job on the Project Eternity team? A: I'm a general concept artist =). My primary purpose is to design what things look like (creatures, characters, environments, etc) and help get the conversati
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Okay,so I thought it would be nice to do a simple poll on crafting. The main point is to see which games out of my limited selection you would like to see influence the PE crafting system the most. Obsidian will obviously do their best to make the most compelling crafting system that'll add to gameplay and enjoyment. This will hopefully be able to give some sort of indication as to what games we'd like to influence the crafting system. Hopefully my selections as answers are reasonable and offer up a suitable array of options.
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I am not going to make a poll in this thread but the recent update by Tim Cain does raise questions about the intended direction of economy in Project Eternity. There hasn't really been a thread on this before (There's been a couple on specific elements such as economy related to magic or difficulty, or currencies), but not a discussion of the economy in itself. So I am making this thread for us to discuss economy in Project Eternity. To start off the thread properly I'll need to do a fairly good main post so I'll try to cover everything I can think of. I'll try and open the dis
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This post is brought to you by armchair dev forum poster #209158 Dear Project Eternity developers, This is my attempt to create a well-constructed argument against the inclusion of Item Durability for the sole purpose of giving people a reason to take Crafting as a skill and some notes on your skill design and a proposed solution. Some of the stuff I talk about is ‘best-guess’. I apologize if I have misinterpreted any information I got from your forum posts at various places, but here goes… Grouping Item Durability in with Crafting achieves the design goal of making Crafting a s
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Note that this is a concept, take any terms as abstraction, i.e. "item quality" can mean anything, from selling value to merely the name of the item. Why do people like combat, but not crafting? How does combat work? Combat forces you to make decisions and game/genre experience determines the result. If you do stupid things, like casting "Cure Wounds" on an uninjured party member, you will end up in trouble. Combat is inherently limited - by hit points. Your goal is to get past the enemies without losing your hit points. The quality of the battle is determined by the amount o
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Why not list some interesting weapons as inspiration for game content? They could be unique items found in the game, or crafted by mid-to-high level characters. Maybe something you created from PnP and would like to share. The examples below are stat-free because the numbers would not be currently meaningful. "She Wroth" - Flail crafted from Medusa skull and spinal column. - Poison/Petrification/Paralysis. Maybe swap Petrification for Charisma damage. "Pale Mistress" - Scythe blade crafted from female Dracolich claw. - Necrotic bonus damage. Fear. "Gypsy's Kiss" - Dagger crafted from huge
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As a follow up to the discussion on Resting, I was thinking about the kind of useful/optional activities a wilderness campfire might provide for your party. These ideas are based on class skills and/or "Background Professions", which have been discussed in a few threads already. Campfire activities take place outside of cities, and are an abstract way of taking time to achieve a desired result. They also involve an element of pseudo-crafting that should save you money, compared to higher costs in a city. Examples: If you're a Ranger or have the Hunting Profession: - Previously kil
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The only game that I've had experience with crafting is Arcanum. I haven't played many of the new RPGs (lack of money, and honestly, these forums don't really have glowing reviews about them in any case) and so I'm not really sure how crafting has been implemented in newer games. I guess FO:NV is the only game that I wish to play and that crafting is involved in it. I haven't really read much from the devs about crafting and enchantment. Are there any mechanics specifics that someone out there can provide? I also am interested in opening up the discussion towards crafting mechanics that yo
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I do understand that it is a cRPG and not a trading game. But could it be possible to own stores and participate to their success in a limited capacity in order to have a steady source of income? I've always liked to loose a few hours of gameplay on this kind of stuff. That or an elaborate crafting system.
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We know that souls will be the power source that allow our heroic (and not so heroic) characters to perform the extraordinary. As souls are used as power could individuals be able to craft souls into items? Could an individual have the power to remove a soul to make a weapon? Could desperate individuals offer their soul up so that some champion could wield it to avenge a great wrong? This is something I wanted to do in a D&D game but sadly never got to run. A few rare artefacts empowered by souls created in times of desperation. One example was of a blade made by a nation on
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We're approaching the Crafting & Enchanting stretch goal, so I thought it'd be a good time to discuss mechanics. Arcanum, in my humble opinion, had one of the best crafting systems out of cRPGs I have played. For those who haven't played this title, here's a quick recapitulation : The general concept was simple - characters acquired various item schematics by spending of character points in the appropriate discipline. However, some had to be found - either in shops or in various locations in the game (some would be notoriously hard to locate). It was then simply a matter of finding
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As soon as I read the $2.4M goal "Crafting and Enchanting" all these horrible Skyrim memories poured out. "Hey, there's a dragon right there, let's kill it in under 30 seconds and still have 95% of our HP left". or "I just torched this whole village with my super armor and infinite spells because the guards are too weak to defend it". It was only a matter of time until Throne of Baal came to mind too, with their "rogues and wizards can wear any armor" or other equally overpowered capabilities. PLEASE do not allow the crafting and enchanting (C&R) to spoil the fun by making the gam
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Hello, First off i am indeed a backer of this very exciting project. Thank you all for giving us the players the opportunity to fund, play, and give idea's for such a wonderful undertaking. When i read about your addition of player housing as one of the stretch goals it brought back fond memories i had of the crafting system in Ultima Online. UO had one of the best crafting systems to date, that i believe not one game has even come close to in its depth. I believe UO's crafting style system would absolutely be an amazing addition to Eternity. Need arrows? Click your axe on a tree,
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I'd like to see a crafting system similar to Neverwinter Nights 2 that employs recipes requiring molds, different types of metals and drops from monsters from all across the lands.
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Will be there any form of crafting? For example using schematics like it was in Arcanum?