Every good RPG has crafting, it's basically a staple in the genre at this point; but one thing I hate is the tedious process that is based on luck most of the time. Even Helmet Heroes had a crafting system, but that system relied on finding shiny's, something that was pure luck.
What if in Elia crafting was very dumbed down, everything needed to craft an item was easily access-able, mobs could drop specific crafting items. Say for example Stags could drop rocks or metal shards and these could be used for later gears. Everything has it's place and it should be fairly simple to acquire these items, they shouldn't have super rare drop rates because that would just aggravate the more casual players, which is the majority of players. Crafting items could also be used for multiple sets.
I also had the idea for twine, you could acquire it by breaking the plants that grow throughout the world, but grow in a big cluster outside Renegades. Twine would be essential for most items, string for bows, binding for a sword; but I know that would probably get annoying, always breaking things on accident so there should be a second key bind for breaking the environment like in HH. Hitting it normally should still break it but just make it so no crafting items drop.
Several people have mentioned that grinding gets boring after a while, this could spice up things just a little bit. Hunting down crafting materials when new sets are released, it would also expand play time for new updates. There could even be new destroy-able environment items. It would make the world feel more immersive, a new player would join and get to experience going around breaking every item just to see what it is and read the description.
My Idea on Crafting
Re: My Idea on Crafting
I support this! and to add on to this for things like the cactus and trees/logs.To prevent players from getting out of bounds maybe there should be a more gray scaled version of the log/thing to imply that it can NOT be broken.Ghalexy wrote: ↑Wed Sep 02, 2020 3:23 amEvery good RPG has crafting, it's basically a staple in the genre at this point; but one thing I hate is the tedious process that is based on luck most of the time. Even Helmet Heroes had a crafting system, but that system relied on finding shiny's, something that was pure luck.
What if in Elia crafting was very dumbed down, everything needed to craft an item was easily access-able, mobs could drop specific crafting items. Say for example Stags could drop rocks or metal shards and these could be used for later gears. Everything has it's place and it should be fairly simple to acquire these items, they shouldn't have super rare drop rates because that would just aggravate the more casual players, which is the majority of players. Crafting items could also be used for multiple sets.
I also had the idea for twine, you could acquire it by breaking the plants that grow throughout the world, but grow in a big cluster outside Renegades.Screenshot_61.png Twine would be essential for most items, string for bows, binding for a sword; but I know that would probably get annoying, always breaking things on accident so there should be a second key bind for breaking the environment like in HH. Hitting it normally should still break it but just make it so no crafting items drop.
Several people have mentioned that grinding gets boring after a while, this could spice up things just a little bit. Hunting down crafting materials when new sets are released, it would also expand play time for new updates. There could even be new destroy-able environment items. It would make the world feel more immersive, a new player would join and get to experience going around breaking every item just to see what it is and read the description.