02-26-2012, 07:00 AM
Originally Posted by Zikari
I like the principle, but there is some mayor worry it introduces. Will this system lead to mayor loot-grief and drama? Lets say you are a hammer wielder and in a dungeon with 3 sword guys and an assault rifle player (I know everyone is everything, so call it main spec), now the boss drops "Godslayers Katana of Unimaginable Agony", one of the highest DPS swords in game. (Say "of Pain" is +2% Damage, dropped by random zone mob and this one has +12% damage.) But it has the highest possible damage modifier suffix, that everyone wants. I need it to craft a Hammer of Unimaginable Agony, so does the Assault Rifle Guy. What I mean is, everyone will need everything, especially the best items with the best possible pre and suffix values. Imagine all the drama, because the 3 sword wielders have to compete not just amongst themselves, no the rest needs it too.
What I am hoping they do is similar to what City Of Hero's does. Every time you kill a mob, a series of rolls is made for you and everyone in your party (that is in the zone/instance) to see what, if any, drops you get.
For a made up example, I am on a team with 1 other person, lets call him Bob. I kill a zombie, and the system rolls a random number between 1 and a 1000 for an item drop. If it rolls under 250 I get a common item drop, if it rolls under 100 I get an uncommon item drop. It if rolls under 25 I get a rare drop. It then makes the same roll for Bob.
Meanwhile Bob just killed the boss of the dungeon. The same rolls is made for Bob and myself, but now its 1000 or under common, 500 or under uncommon, 100 or under rare, and 10 or under the ultra rare elite drop.
No loot drama, because what you get has no effect on what everyone else gets.
Originally Posted by Nusquam
No this is incorrect.
There is not a recipe book. You learn them. Not your character. You. (Though there is some internal discussion of allowing basic recipe patterns to be stored somewhere for reference)
Materials come from breaking down items.
I see your concern about everything being useful to everyone - but this was always the case in a system where every weapon would be of value to everyone - before the crafting system was mentioned.
Just to check, this means that I do not have to have had a character break down an item before I can make it. If I can guess it, or find a recipe on line, and I have the mats, I can make it?
I was assuming that for crafting balance reasons, you would have to learn each recipe on each character before you could make it. I like this in one way, but it means I can't have a semi monopoly on the auction house selling an item that only a few people know how to make.