Combine components from lair mobs, Adventure packs, and Bosses with Questionite and Catalysts to create desirable items for character advancement or further customization.Provide a seperate inventory bag just for crafting components, crafting components would be auto loot like recognition, and automatically be stored in a seperate inventory.Crafting can be lightly monetized without Pay to Win issues by selling special crafting catalysts in the zen store which reduce the amount of materials needed for crafting, think of it like safeguard catalysts. Having questionite as a requirement of course opens the possibility of people dropping money into it as well.
Suggestions for the kinds of items to craft:
Auras
Costumes
Travel power devices
Consumables such as Radioactive acclimation or VIPER rampage serum
Temporary powers (probably in the form of a device with a lot of charges)
Feel free to point out any good ideas I've missed!
The more expensive items to craft such as the travel powers should have their crafting requirements based more on the lair and boss components, as one of the major problems when farming for the CTPs was monotonous farming of trash mobs.
Comments
1) Many items were Bind on Pickup. Which meant only the crafter could use it. This was annoying for those items that had charges and therefore were used up.
2) Many items didn't scale to level. It was fun to craft the various "summons" and "devices" that had charges. Unfortunately, a level 25 summons critter or device usually wasn't very useful at level 40.
3) Many items became UNIQUE. Especially the ones with charges. This prevented you from having more than one slotted. But the real aggravation came from only being able to POSSESS ONE until you used it up. Then you just crafted another.
Summon items, devices, and similar things (PRs anyone?) should scale to your level, just like the Legacy devices.
Items that have CHARGES should be Bind on Equip. So I can trade em, sell em, etc.
The UNIQUE part could be kept in but modified to the current usage of: I can CARRY multiples, but only SLOT one at a time of it.
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Travel powers should never, ever, EVER be tied to such a grind again though. I shouldn't reach the five k perk for killing mobs in less time than it takes to craft one tier of a BoP device.
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Like if they made a device that allowed you to summon the Attack Toys like the power of the same name... farming and crafting them would become my job n_n
My super cool CC build and how to use it.
This shouldn't be an unbearable grind to get endgame gear, nor a pay-to-win situation. It should be a decent 1-2 hour hunt or so to just get the precise stuff you need to create a cool little toy or whatever.
As for the point on lair drops: Have the drop chance be dependent on difficulty run:
Or maybe make it so that components always will drop, but only at specific difficulty thresholds, like, Serpent Lantern will always drop Crocodile Tears regardless of difficulty, but if done on Very Hard, he also will always drop the Lantern Ring or whatever, which can be used to craft the giant floppy snake sword or what have you.
My super cool CC build and how to use it.
but.
i love crafting and the idea of crafting neat costmetic type items or thematic summons that would be at least semi-useful (level scaling) really appeals.
/signed
Some of the original game blueprints were crazy rare and worth thousands of gold to buy off the AH as a result. That's a massive time investment you know... enough that it has been a factor in prompting some lifetime subscribers to quit the game now. It's a real slap in the face to those players. - Nesno "Xeno" (2007 post)
/signed
I do heartily agree with the Questionite requirement. I am one of those people who has little use for Questionite (other than unslotting mods once in a while). My main character is currently sitting on about 250k of the stuff and I'm just waiting to see if anything good that I actually want ever pops up in the Q store. If it were a scaling cost for crafting that would make people think twice about their needs of Q gear versus crafting much more interesting items to sell. It would also radically revitalize the AH overall, especially if non-Q crafting components were of varying rarity and also auctionable.
I think other useful craftable devices would include those that support the RP element of the community. For example, devices that let you hold a weapon out (such as guns, bows, swords, etc) in various stances. Also, devices that provide a costume-change effect... when slotted these devices would produce a visual effect when you change from one costume to another... whirlwinds, bursts of electricity, fire, snow, or hulking/flexing and shreds fly, etc, etc.
now how do you even this out for Silvers?
Who are less likely to have a character which can do the lairs on the higher difficulties.
as is, you will have a small group getting the good stuff and the rest having to make do with the lower items or buy at high prices.
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It would also be cool if they let us craft a new form of power replacers that worked more like auras... like some more generalized stuff than the old ones, and mostly visual only.
Like, for example, a new power replacer could be made for Infernal that makes the powerset use Radiation visuals. Damage types could be left un-altered... This could be a high level incentive item, or a low level easy craft. Both options have their merits.
This is kind of late, but go die u3u and then respawn and die again.
My super cool CC build and how to use it.
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