2012年4月19日星期四

Crafting and Runes

Up until now we know nothing about the crafting system in D3, so i guess it is ok to speculate about it a bit and go crazy until we hear word from Blizz about it (hopefully in Blizzcon 09)

Ok now to the point, Skill-runes up unitl now feel a little bland .. they provide no real choice or challenge .. you just pick a rune .. stick it in a skill an use with ease .. yes it does provide some variety but that's it .. nothing more .. you get a better rune you remove the old one and stick the better hi-level rune .. and so on .. i feel the system is just too simple.

So what if Rune had some other use .. so player have to really weight their choices and will really feel the value of each rune no matter low or hi-lv.

If the runes became a component used to craft or augment weapons permanently it will open up lots of interesting ways to get better items, give runes a true value in the game and make each choice regarding them meaningful ... a risk and reward choice.



It will:-

1-Encourage more trade since many players will be trading for both good modified/unmodified weapons and all sorts of runes.

2-Will create a meaningful choice regarding Skill-runes .. do i use that Hi-lv rune to augment my fav claymore sword or use it with my Whirlwind skill ... this will take Runes to a whole new level of importance.



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I don't know how should runes be used for crafting exactly but at least naturally the higher the rune level the better the permanent modifications it adds .. and of course you also have to pay money to craft the weapon besides the runes you select to augment (let's say you can augment every weapon only once but can augment it with up to three runes .. and you can augment even socketed items for a permanent upgrade.



And you can guess the effect of the augmentation form the rune type but there is also a trick to it ... depending on the combination of the three runes you get along side the expected effects one random effect that you can't guess .. this will make crafting an exciting and interesting process and will increase trade for both weapons and runes (so people can experiment more since the results are permanent you will always need a fresh supply).



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[UPDATE]

Here is a quick run down on how it could work.



Rune Crafting:-

1-It makes Runes much more meaningful and important, do i use that hi-rune on my fav skill or permanently augment my fav weapon with it.

2-The higher the rune level the better the permanent modifications it adds

3- Player also have to pay gold to the blacksmith to craft the weapon (besides the runes you select to augment), the better the runes and weapon involved the more gold it costs.

4-Every weapon can be augmented only once but can augment it with up to three runes at once (and you can augment even socketed items for a permanent upgrade).

5-From the Rune type (lethality, power, Hydra, .. etc etc) you can guess the effect of the augmentation (but there is also a trick to it ... depending on the combination of the three runes you get along side the expected augmentation effect from each rune one fourth random extra effect that you can't guess)

6-The random factor that adds an extra unexpected effect will make crafting an exciting and interesting process and will increase trade for both weapons and runes (so people can experiment more since the results are permanent you will always need a fresh supply).|||I like the idea.... i agree with you 100% on this subject.

It is very cool how the runes will effect the skill now, but to give us something, they tooks something very important at the same time. I am wondering if the will include some other way to modify weapons and items to replace the function runes provided us. I think i read somewhere, but dont rember if this is offical, that blizzard wants a controled currency in the game. what if you had to use insanes amount of gold to put these mods on an item. This would in my opinion replace the initial use of runes, and gives us a currency system.|||I had a simpler idea for "crafting".

Firstly, don't use runes. Runes are for skills.

Second: my idea, short version.

You can find randomly dropped "recipe scrolls" that are each tied to a single item. However, what makes it mesh better with Diablo is that the scroll uses MONSTER KILLS for ingredients. Once you equip a scroll, it records all your kill. Once its requirements are met, such as "kill 500 monsters," "Kill 18 Zombies", or "Kill a Unique Dark Vessel", it can be consumed to create the item. It's essentially a system of randomly dropped, tradeable kill-quests, cleverly disguised so people will actually do them.|||Quote:








I had a simpler idea for "crafting".

Firstly, don't use runes. Runes are for skills.




Any good reason why they can't be used for both skills and crafting ... i already gave half a dozen reasons why it could enhance the game .. but i see you gave no reason other than a fact we all know and i never denied .. yes they are for skills .. but if you think about it you will find the current skill runes system too simple and really offers no challenge or meaningful choices at all (even the old socket systems used in D2 made you feel you are making a meaningful choice when you chose to place a couple of jewels on a weapon)




Quote:








You can find randomly dropped "recipe scrolls" that are each tied to a single item. However, what makes it mesh better with Diablo is that the scroll uses MONSTER KILLS for ingredients. Once you equip a scroll, it records all your kill. Once its requirements are met, such as "kill 500 monsters," "Kill 18 Zombies", or "Kill a Unique Dark Vessel", it can be consumed to create the item. It's essentially a system of randomly dropped, tradeable kill-quests, cleverly disguised so people will actually do them.






Nice idea .. it can be combined with the system i mentioned with no problems at all .. i already suggested a system a little similar to yours with recipes and all but the recipe is only one component out of three.

In my system you need the Recipes .. runes .. and money in order to craft an item ... low level recipes and runes are available easily from usual drops, but rare recipes and hi-level runes are hard to get and will produce some very good gear.

And having two elements involved in crafting (runes and recipes) will greatly encourage trade since one player could have the recipe and the other has the hi-level runes indicated in it (the recipe tells you which runes you need to get to craft the item in it but you still need the recipe item itself in order to get the blacksmith to craft for you ... let's say it has more secret details that only blacksmiths understand )|||D2 rune 'crafting' wasn't quite interesting. You'd get random drops or bought the items easy and fast and then you got a perfect endgame item. Too easy

I'd like to see EVE crafting integrated into exploration. Maybe you found a recipe for a potions and some magic dust for to make few of them from an abandoned house or from hidden stach next to a landmark. You'd then get general notes on the recipe as to where you could collect the ingredients, places would be random and vary everytime when you found the recipe. Potion bonus would be slightly random too. Anyway you,d have to then explore around the world dungeons for the items. One could be 'the final room at den of evil behind the boss there is a hidden trigger/button, press it and reward is yours' then when you clicked the trigger there would be very hard monster spwn and the monster would drop the ingredient. Some ingredient might be very hard to find and would require luck to get the right world random exploration event.

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