warrri wrote:Haba wrote:Make crafting totally based on player skill .. (like steel making) ... not through repeating the same task like a mindless automaton
You're not so clever, are you?
You have certainly picked an avatar suiting well to your personality, sir.
Let me put it in more simple terms so that you'll be able to understand.
The most common way to provide a sense of progression for players in role-playing games is to represent the character's abilities in numerical form, and then provide the player with incremental improvement upon their character's abilities. The player’s character performs a task, gains experience and improves his abilities.
H&H, with its skill and quality system relies heavily on incrementally improving skills. To some degree it is logical; you need to gain familiarity on the tools and the working process, and before you do that the end result will be shoddy. What is problematic is that it provides a linear progression with no further milestones or no natural upper limit. It is unrealistic and not very rewarding on the long run.
The reason why I picked up steel making as an example is that simply repeating the same task in the same manner does not produce the optimal output – the player needs to discover the mechanic behind the steel making process. Albeit the mechanic is rather simple, and afterward steel making devolves back to repetition as well. Fishing and cheese making contain similar mechanics.
For me, the most exiting part of the game was the early game where you struggled to learn the ropes. The learning curve was steep, but that only enhanced the illusion of “wilderness survival”. Once I got to the point where I had learned all skills and built everything available, I hit a brick wall. From the excitement of learning the game turns into tedium of grinding. Kill two more level X bears and get enough LP to improve skill with one point. Do this 30 times and you’ll be able to produce an item that is marginally better than before. Fun fun fun!
That’s why I’d much rather see a radical approach to the whole paradigm of character improvement rather than just masking it with a new name.
Rather than have a linear progression in skills, you could have a three-tiered approach that follows the player’s stage in the game. At basic stage you’d be learning how to work with different materials and produce simple tools, at apprentice stage you’d start to increase the variety of products you’ll be able to produce and at journeyman level you’d begin to innovate on totally new approaches.
So instead of the linear progression, the main difference between an apprentice and journeyman of a craft would be the fact that the more experienced character would be able to create totally new types of items and refine existing production processes. loftar already touched upon this with his ideas on baking recipes, as an example. So in order to become a true master of a craft, you'd have to travel the world, take risks and experiment on new things.
Linear progression could still be maintained with physical and mental attributes, and they could be then used to differentiate two craftsmen with equal level of knowledge.
The way that "spiritus" could work in this type of a system is that you couldn't innovate when it is on low. This would help to control the market somewhat - a smith that keeps on churning out high quality basic tools would limit his capability to develop further.
Obviously this is much more ambitious approach, and certainly the easier route would be to simply slightly rework the LP system. And I am sure that a lot of people would be more than satisfied. Just look at WoW as an example.