Andius
Goblin Squad Member
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So something I've been thinking of for a while is racial crafting. The idea that weapons, armor, and buildings made in the dwarven style look distinctly different than those made in an eleven style which is also different than those made in a human style.
In some games there are identical items that have different styles for different races. For instance Lord of The Rings Online where many otherwise identical recipes come in elf, human, and dwarven visual styles.
So there is a few different things I think we should think about in this context:
1. Do we want this?
2. At what point do we want this?
3. Should it be purely visual, or should stats affect it as well?
4. How will new racial recipes be learned / will your race affect them?
Andius
Goblin Squad Member
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1. Yes. I think this will add a great level of authenticity to the game. I would love to see companies like Deepforge producing dwarven style wares.
2. This should be implemented gradually, but I'd like to see it starting to emerge by the time we have all core classes / races.
3. I say it should affect stats. While in most games people will always go for the highest stat gear, in PFO gear functions a lot like consumables, and people may actually decide "You know, I want this weaker orcish gear because the dwarf made stuff is just too pricey." Again, I feel like that would be very authentic feeling, that the orc gear is easier to crank out in large quantities as opposed to the works of craftsmanship that are dwarven created pieces.
4. I think the dwarves should by default learn dwarven recipes, elves elven recipes and "half" races like half-elves and half-orcs should get to choose their default. After that, you can invest more points into learning recipes for any of the racial variants. Sort of like how different races get certain languages for free, but have to learn others.
Phyllain
Goblin Squad Member
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So something I've been thinking of for a while is racial crafting. The idea that weapons, armor, and buildings made in the dwarven style look distinctly different than those made in an eleven style which is also different than those made in a human style.
In some games there are identical items that have different styles for different races. For instance Lord of The Rings Online where many otherwise identical recipes come in elf, human, and dwarven visual styles.
So there is a few different things I think we should think about in this context:
1. Do we want this?
2. At what point do we want this?
3. Should it be purely visual, or should stats affect it as well?
4. How will new racial recipes be learned / will your race affect them?
1. Yes, And I think the look should be influenced by the type of labor your town employs.
2. I would want to see this after they flesh out the combat systems and "classes"3. No the stats should be affected, but it should be a minor thing. A dwarven building that influence stone work might cost a bit more and give higher quality goods then a human building of the same type.
4. The racial recipes would be learned from a training hall of that race i suppose. And i understand that from an rp point of view race should effect what you can learn to build but i am not sure that is the way to go in a game.
DeciusBrutus
Goblinworks Executive Founder
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1. Yes, although it might not be part of the minimum viable product.
2. Ideally, it would be implemented soon enough that nobody had acquired the prerequisite skills, so that there would be no need for retroactive changes.
3. Yes. I can't imagine making elven chainmail different-looking than dwarven chainmail, without making a mechanical difference. Perhaps give each the same number of keywords, but not the exact same keywords.
4. I would follow a model where each race had to learn the generic variant, then their own, then could learn foreign variants, with each type requiring an appropriate amount of XP expenditure.
Vezketh
Goblin Squad Member
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1. Do we want this?
-- Yes, and why stop at racial variants, when we could have regional variants as well?
2. At what point do we want this?
-- Trickle it in as it's viable and fun to interact with
3. Should it be purely visual, or should stats affect it as well?
-- A mix would be best I think, simple items purely cosmetic, but superior and wondrous items could have different stat allocations based on racial/regional variants.
4. How will new racial recipes be learned / will your race affect them?
-- I would like to see the training/use be tied as said above to the types of commoners available in a given area. Elven Master Smith in town? Learn all you can, (place to learn from novice to specialist) no Dwarves? maybe just the simplest level that could be taught in a book, (stylistic/cosmetic simple items).
randomwalker
Goblin Squad Member
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If we are talking about cosmetic racial/regional styles: absolutely! (When the art team has spare capacity). Vanguard system comes to mind.
If we are talking systematic mechanical differences, making the recipes trainable by anyone becomes a must. Being apprenticed to a dwarven master smith may be harder for a human, but once he has learned the secrets he knows them.