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New crafting and gathering skills.

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luksr96
Posts: 10
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New crafting and gathering skills.

Post#1 » Wed Dec 18, 2024 11:28 pm

Good afternoon, I am a fairly casual Pve player and some Pvp. We all know that the game is about RvR. Although it would be great to have more things to do in the game, and one of these is crafting. I am very passionate about creating objects in games, specifically blacksmithing. Being able to have skills, for example, blacksmithing, carpentry, tailoring, jewelry, cooking, etc., etc., would be great, and along with these they go along with their gathering skills, such as mining, fishing, lumberjack, etc. etc. Again, I know that the game is about RvR, but having more applicable content to do is more entertaining for players of all types. I hope there are more who think like me. Cordial greetings :D :D

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Khelqhaineion
Posts: 26

Re: New crafting and gathering skills.

Post#2 » Thu Dec 19, 2024 12:05 am

The possibilities are endless definitely regarding the future here. There were concepts for Blacksmithing as a new profession in an old, past thread that could be useful, maybe devs could someday even utilize it for a new event to create alternate BiS gear (besides rings) for endgame with rare/very low RNG drops for the mats in rvr or dungeons perhaps.

As for professions, it could be interesting to add secondary mini-professions (professions everyone can have besides main 2x primary professions) like in Worldofwarcraft that could encourage players to go explore more into the underrated PVE overworld zones to gather ingredients.

Cooking/Fishing: Like a "Cooking" mini-profession, using ingredients from butchering and maybe using "Fishing" as a side skill from the "Cooking" mini-profession to farm different ilvl kinds of fish that scale appropriately (T1, T2, T3, T4) from rivers/lakes/oceans. This probably wont be viable for the devs to create a unique animation for this (maybe holding a wooden stick?) but it could just be a solo process (like Cultivating, Apothecary,etc) with a random RNG chance to catch a fish that could be used. Could be used to create alternate, weaker versions of Halfling pie foods during off-season that players could use. This could also be tied in to the Halfing pie event for food mats.

Lumberjack: The same concept could be applied for Lumberjack mini-profession to gather ingredients from trees in pve zones (could be tied to the Halfling pie event for wood with low rng drop) for different ilvl kinds of wood that scale appropriately (T1, T2, T3, T4). Could be tied in to Blacksmithing (weapons). Most races have an animation where they can chop slowly with a melee weapon(axe) that could be utilized for this.

Mining: For Mining mini-profession, ore could be added to the pve zones (different ores that only exist in some zones that scale appropriately (T1, T2, T3, T4)) with random spawn locations. The concept of adding ores was already introduced during the Twilights Tide event, this could also possibly be tied in to the event with a very low rng drop to gather ore which is still very hard during Twilights Tide. Could have a higher concentration of ore in caves. Could be tied in to Blacksmithing (weapons). Most races have an animation where they can chop slowly with a melee weapon(mining pick) that could be utilized for this.

Other ideas from other MMORPGS have that could be integrated here:
-DAOC Player housing
-Everquest PVE NPC companions that serve as pets with unique abilities
-Worldofwarcraft-themed glyphs that can change our spells/abilities to look like different colors (Nurgle, Khorne, Slaanesh themes for Chaos classes,etc). This could involve different, long, challenging pve questchains to unlock a glyph involving interacting with important, relevant lore characters from the Warhammer Fantasy universe.
-etc

This game doesn't just have to be limited to t4 rvr lakes, forts, cities, and scenarios. The pve overworld could be way more utilized for players to get more out of the game besides pvp through an increased RPG focus on the pve environment. There's still a TON of untapped potential that the devs ( if they're interested) could utilize from the PVE T1-T4 zones.
Khelqhaineion
Gone as of Winter 2025.
https://www.youtube.com/watch?v=AzHTAXPazh4&t=187s

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Voldt
Posts: 73

Re: New crafting and gathering skills.

Post#3 » Thu Dec 19, 2024 10:56 am

Would be nice if the core game would work before thinking about wasting recources on this.

Dackjanielz
Posts: 326

Re: New crafting and gathering skills.

Post#4 » Thu Dec 19, 2024 11:04 am

We have had some minor crafting style patches before, like there was one involving cooking which was alot of fun i enjoyed that.

Always voted to have it kept in the game.

Zxul
Posts: 1890

Re: New crafting and gathering skills.

Post#5 » Thu Dec 19, 2024 11:11 am

Here is the problem- how do you balance this? Because if it gives stuff better than current one sov etc, gl balancing it. Also, why would anyone bother farming crests if the new stuff is better, unless it is "you need to limber 100000 trees to get a full set of new armor"?

If it gives consumables which are better than current ones, or can be used in addition to current ones, like third buff pot for example, how do you balance it so old players having 10 k+ gold lying around won't instantly get the best consumables, gaining an even more advantage compared to newcomers?
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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luksr96
Posts: 10
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Re: New crafting and gathering skills.

Post#6 » Thu Dec 19, 2024 7:49 pm

Khelqhaineion. Exactly, you have perfectly developed everything I am trying to propose. The idea of ​​implementing this together with crafting-related quests is great. In addition, each profession or mini profession could be used in crafting stations placed in PvE cities or towns and that anyone can use with the skill, and the collection resources could be obtained in nodes distributed throughout the map, both in the PvE zone and in locked RvR, so that there are no distractions when RvR is active and both factions focus on just RvR, and the latter should be resources or materials of higher rarity, maybe on fixed T1 nodes, and in random T2/3/4 nodes and when they run out systematically change the location to avoid "campers" from both sides. Using the already existing animations saves you some work which is very nice. And I very much agree with everything you say, the game has a lot of potential to exploit more aspects that could be developed.

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