March 14, 2012, 02:46:31 |
#1
Recipe/Resource Exp Reformulation
Ever since beta, players have always found leveling some professions (namely the crafting ones) very tiresome.
It takes an enormous amount of ingredients to craft equipment pieces and other kind of items. To make it worse, knowing you will get the same experience, from making either an item that needs just 3 pieces of Gobball Leather and one that needs 55 pieces of Gobball Wool (among with other ingredients!).
This would make mid/high leveled professions a nightmare to level.
Regarding this, I have been thinking about changing the experience earned from crafting and resource gathering, using the levels of the items based on the process to determine how much exp you will get.
Let us take, for example, crafting an item that needs 4 pieces of Gobball Skin.
Gobball Skin is a Lvl 10 item. It would give a player, through a designed formula, let's say, the standard 200 Exp; 5 Exp per level of each skin.
Now if I had an item that needed 4 Gobball Skins and 1 Salt (Lvl 10 as well); it would give 250 Exp.
This could also be applied to resources, such as monster essences.
This method would end with the current experience fall-off when dealing with a recipe or resource of a level lower than your profession's; it wouldn't discourage a Level 40 Farmer from harvesting wheat.
Needless to say that in order to apply such system, item levels and the ingredient count for recipes should be reviewed in order to keep things balanced. It should also be stated that following this method would also require a reformulation on the profession leveling curve.
Even with these changes, though, this method would be much more efficient and player-friendly when it would come to mid-high levels of any profession: "I can craft 20 easy to make items in order to level up, or I could make 5 items that require lots of rare ingredients".
It takes an enormous amount of ingredients to craft equipment pieces and other kind of items. To make it worse, knowing you will get the same experience, from making either an item that needs just 3 pieces of Gobball Leather and one that needs 55 pieces of Gobball Wool (among with other ingredients!).
This would make mid/high leveled professions a nightmare to level.
Regarding this, I have been thinking about changing the experience earned from crafting and resource gathering, using the levels of the items based on the process to determine how much exp you will get.
Let us take, for example, crafting an item that needs 4 pieces of Gobball Skin.
Gobball Skin is a Lvl 10 item. It would give a player, through a designed formula, let's say, the standard 200 Exp; 5 Exp per level of each skin.
Now if I had an item that needed 4 Gobball Skins and 1 Salt (Lvl 10 as well); it would give 250 Exp.
This could also be applied to resources, such as monster essences.
This method would end with the current experience fall-off when dealing with a recipe or resource of a level lower than your profession's; it wouldn't discourage a Level 40 Farmer from harvesting wheat.
Needless to say that in order to apply such system, item levels and the ingredient count for recipes should be reviewed in order to keep things balanced. It should also be stated that following this method would also require a reformulation on the profession leveling curve.
Even with these changes, though, this method would be much more efficient and player-friendly when it would come to mid-high levels of any profession: "I can craft 20 easy to make items in order to level up, or I could make 5 items that require lots of rare ingredients".