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Crafting Odds


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I have an idea for DST together. I think it would benefit from a system like this. It would add another layer of balance to multiplayer and characters which Multiplayer games like this need. The downside is that it might stray too far from DS. I think having the chance to fail crafting would add more challenge or atleast be considered for a new harder game mode.


Base Stats (It could be altered for each character)
Crafting chance 30%
Magic crafting chance 30%
wicker,maxwell,willow,webber +20% magic crafting
woodie,WX78,wendy +20% crafting
wes, wilson, winona 10% all craft


Crafting bench gives 10% more
Alchemy gives 20% more

Prestihatitator 10% more for magic crafting
Shadow Manipulator 20% more for magic crafting

 

Items that are rare,limited resources. Could be implemented by a new item that guarantees next item crafted. Crafting these would take more resources. or even having certain characters gaurantee craft certain items.

Now you could even go beyond and try making it more complicated like below by giving each character special crafting chances

Quote

Wicker +50% Books, 25% food items
Wendy,Maxwell,willow  +50% magic
Wigrid,Wolfgang,WX78 +25% boss crafting
Wilson,Winona gain 25% general crafting.
Woodie 25% crafting structures
WX78,Woodie 25% refine
Maxwell 25% clothing
Willow 25% Light crafting
Wigrid 25% survival items
Wolfgang 25% hunger belt
Woodie,Winona gain 50% tool crafting.
Wilson,WX78 25% science crafting.
Wilson 25% to all crafting.
 

3


Reasons why this would be great

  • The first few days of any server usually 1 or 2 people horde everything and you're basically running around collecting what they missed hopefully it's enough to survive. I know its a team game but its very boring when 1-2 people collect everything and nobody else can. 
  • Items, in general, will be more frequent or drop more(maybe 25% more) in spawning in order to deal with crafting failure. The more items spawn the MORE PEOPLE have to do to keep themselves from being bored or walking with nothing to do.
  • Bosses can drop multiple boss items so people can share and they all can take a chance at getting a boss item crafted. That way if multiple people want it they can sorta flip a coin this way.
  • It would add more balance to having a good mix of characters and not just everyone picking the same team wigfrid,wicker,wolf,etc.
  • It would be nice having instead of that one person being able to craft every item(and carry others) having them rely on other characters to craft certain items to be more efficient. Like a real team game!
  • Adds more challenge to the game and unpredictability if you fail to craft that armor or weapon you will need to be more creative on how you survive.
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Wasting resources is this games main feature. It's just about how you go about wasting them. Let's just remove durability too because that's just wasting resources. RNG is already in the game you know when you kill mobs they don't always drop the same drop. It's randomness which adds adventure to how we play and having to change how to play and adapt to how friendly the game has been. Or else its always the same linear path to the end. Which is boring and people would rather be infuriated than bored. Trust me just look at dark souls or cup head.  DST is nothing compared to them actually its nothing compared to DS. X.x The only challenge is griefers or bad players which constantly waste your resources. Failing to craft armor/weapon items when hounds come would definitely add more excitement to how we play. You would need to be more prepared and have items already crafted. I think it would at least be a good game mode to consider.

24 minutes ago, codejerry said:

Wasting resources is this games main feature. It's just about how you go about wasting them. Let's just remove durability too because that's just wasting resources.

There's a difference between using and wasting. Using resources and ending up with absolutely nothing in return is wasting. Using resources and getting some kind of benefit (even if temporary in the case of durability) isn't wasting them.

25 minutes ago, codejerry said:

It's about relying more on other players than just soloing things. This game is full of players that just go solo play instead of playing by themselves or try-hards that come in do all the bosses/splunking. When all the other players kinda just get left out or watch.

This will happen regardless. And it just hurts the people who do play DST by themselves by making a mechanic that punishes you for not playing with others.

So, the goals you're trying to achieve here is to encourage player cooperation and character variety right? Alright, so how could we add in a crafting system that doesn't feel like a punishment? How about each character having access to more efficient recipes instead? For example: Maxwell could have recipes that use less nightmare fuel then normal. Winona could use less flint/gold when making tools, ect...

It doesn't need to consume all resources when failing. It doesn't mean that the failing can't give an item like coal/rot/gears. I am no game developer Its not my job to think of a perfect working system. I just think the game would benefit from more of a challenge for teams that want more of a challenge. I am not sure if lowering resources would help it would be interesting but less challenging. maybe failing crafting could just lower sanity and things like that. idk. maybe I'm just playing the game too much it's no longer a challenge maybe I just need to take a break from DST. I miss when I didn't know everything about the game and it was challenging to survive lol.

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