A Different approach to Gathering and Forging new Weapons

First and foremost, my love for the game is unwavering, and after investing 30 hours, I’ve brainstormed several ideas that could inject a significant amount of variety and fun into certain aspects of the game.

Introducing Mini-Games for Resource Gathering

After a while, resource collection can become monotonous, primarily serving to upgrade stores. I propose enhancing this experience with engaging skill-based mini-games that demand precision and timing. Drawing inspiration from games like Day by Daylight, these mini-games could reward players with increased resources or higher-quality yields based on their performance.

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Furthermore, the game could introduce specialized tools with unique statistics or passive benefits. For instance, tools could “Double copper collection” or “Boost the chances of finding sapphires.” Additionally, crafting specific weapons tailored for hunting or gathering could augment our arsenal. Examples include weapons that make “Enemies more likely to drop bones” or ensure “Wolves always drop a claw.”

Additionally, specific sets could be created (pickaxe + miner outfit, or axe + lumberjack outfit) for performing certain tasks that grant bonuses for wearing them, as in Albion Online. These could offer advantages such as increased resource accumulation capacity (40 instead of 25), a larger hit range in the Quick Time Event, etc…

We hardly ever create our own weapons

And there’s no incentive to do so. We find a good weapon that’s already enchanted, improve it, and stick with it for a long time, adding a couple of enhancements but that’s about it. Customizing the stats of your own weapon to your liking (within limits) could give the game a lot of versatility in adapting to different player styles, and the quest for your perfect weapon would add depth to the game.

For example, you have the recipe for a weapon, a Claymore. You obtained it by “studying” that weapon twice, destroying both weapons in the process, but obtaining its recipe to create your own.

For example, when you go to create your weapon, you have base stats and extra points to distribute that are obtained.

There could be related statistics, for example, weight and damage to posture or stamina cost. After these base statistics, they could be further improved with enchantments, which it would also be nice to be able to choose at least which statistics you want to improve, if given certain materials.

Along with this, I believe certain zones should be established where certain enemies appear that reliably drop a specific type of item needed to create or upgrade a weapon. For example, having the alpha wolf or wolves in a pack always drop claws. This could be through a fixed zone or daily events. I think this would greatly incentivize creating your own weapons and make the process more enjoyable.

Furthermore, I’d suggest that when choosing a cursed weapon, it would be nice to be able to choose which disadvantage to obtain. However, the greater the disadvantage, for example: “-35% total life” or “Lose 50% of experience upon death”, the greater the advantages the weapon provides. Balancing with greater risk, greater reward.

Obviously these ideas need refinement and can be improved but I hope it helps in some way.

I like the idea of farming minigames. Spiritfarer had some too and they were great initially but they also a little tedious the more you had to do them.

At the same time, I think its pretty satisfying to one-shot the resource nodes once you have better tools.

So maybe you could combine the two approaches: When you have the resource node is higher/on par with your equipped tool you need to do the minigame. When your tools are good enough to one-shot it you wouldn’t need to (but might still choose to for some extra resources).

That way, you have to do the minigame less as you progress through the game if you grow tired of it, but can still do it if you enjoy it.

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