In the Horizons of today, things are a bit too predictable when it comes to crafting. We know exactly what statistics an item will have as our mouse pointer hovers over the button, ready to craft it. We know what resources it needs to be made, and their quantities. The only random element is how many of a particular resource we?ll get with each swing of the gathering tool. I?d like to expand upon an idea that could make crafting in Horizons much more entertaining, and less of a ?grind?.
Any numbers quoted are examples only. The overall concept is what is important.
First of all let?s address the items themselves. At this point let?s not take into account consumables; we?ll focus on the three main types of item, armour, weapons, and spells. Each of these has a fairly distinct effect that could be influenced. If we were to give appropriate crafted items a quality rating, this could provide an influence over the main effect of the item. We could use a percentage range for the quality rating, going up to 120% to provide additional bonus of the main effect, as well as allowing for poorer quality items. This percentage could influence the armour statistic provided on pieces of armour, or the damage attribute on weapons or spells. If jewellery is included, then whatever statistic a piece provides could be increased or decreased due to the quality rating of the crafted item. Did I leave out dragon scales? Oops? You dragons get the picture; the same can apply to scales too!
Let?s move onto formulas. At present we scribe a formula, and it goes into our formula book, never to leave until we delete it. What if we could take formulas back out? Why would we want to do that? Well if formulas had a quality associated with them, and that quality influenced the quality of items we craft, then they would be a tradable commodity. A crafter obtains the beginner padded tunic formula, and they?re using this for practice when levelling up. They start making the tunics, but occasionally they fail. When they fail, the quality of the formula increases ? let?s just say that the crafter perceives where they went wrong and so they improved their notes on the formula so they wouldn?t make the same mistake again. Once the crafter reaches 100 percent efficiency at crafting that item, their chances of failure are dramatically reduced. Example figures to suggest this change might be 1 failure in 100 prior to full efficiency, and 1 failure in 500 at optimum. There should be a point when formula quality cannot go any higher, so a numeric scale of 1 to 100 might seem suitable for it.
Now we need to tie formula quality with crafted item quality. My own train of thought on this is that a player who is not at optimum for the item they are crafting should have the quality rating for the item influenced by their skill. The final quality should range between 1 to 100%, chosen randomly with their skill providing an influence. Once a player has reached optimum for crafting a particular item, the quality of the formula should be the influence. Quality of the item at this point will be influenced by the quality of the formula, but should tend to be around 100%, on a range from 80 to the maximum 120%. A better quality formula will yield more chance of reaching 120% on the quality rating.
The overall concept leads to two new branches in crafting, better equipment for adventurers, and the option to trade formulas of better quality allowing a new market to develop. By introducing random elements to crafting, we are able to remove some of the monotony, and instil a sense of excitement into the crafter. Even more so if the idea Smeglor suggested about having crafting attempts broadcast to the local channel becomes a reality, maybe it could be tailored so that only attempts that get over 100% on an item?s quality rating are broadcast?
There?s a few issues raised with this idea. Some people may not like the idea of failures. Some might not appreciate the chance of getting a weapon of worse quality than what we craft at present. What happens to resources if we fail? I can?t answer the first two; this is something down to personal taste. I personally crave more entertainment when crafting, and this seems like a nice way to provide it, as well as offering something interesting for the trading part of Horizons.
So what about failures? I think that failures should involve a loss of the main resources, for example iron bars, but that any technique components are returned to the crafter. This way there isn?t likely to be friction between players if a crafter fails when making that triple-tech?d two-handed sword. The crafters benefit from an increase to their formula?s quality rating and the adventurer needing the sword doesn?t have to go hunting for the bits again.
Talking of techniques, what if the quality of an item influenced the benefits offered by a technique, as well as the main effect of the item on which the techniques have been placed? This could of course lead to techniques having less of a bonus; however it could indeed go the other way much to the benefit of the person receiving the equipment.
All in all this will make crafting more exciting, and will provide some crafters with a means to improve their craft further. Here are the main points as posed in this suggestion, as a summary:
Items crafted have a quality rating, measured as a percentage.
Quality rating would not apply to consumables.
The quality rating influences the main statistic of the item.
Bonuses from techniques applied to crafted items are influenced by the quality rating of the item.
Players can occasionally fail when crafting an item prior to reaching 100% efficiency, and rarely fail after reaching maximum efficiency.
Formulas have a quality rating.
Formula quality can be increased through a failure.
Formula quality ranges from 1 to 100.
Formulas can be moved from the formula book to the backpack.
Players can trade formulas, desirable with higher quality, and can be improved further by others who are still not at 100% efficiency quicker than those already at optimum.
Crafting an item when below 100% efficiency will yield a random quality rating for the item between 1 and 100%, and is influenced by the player?s skill.
Crafting an item when at 100% efficiency will yield a random quality rating for the item between 80 and 120%, and is influenced by the quality of the formula.