Craft system design feedback

I hope there is roadmap planned for prerequisites for doing the whole
raw material → processed material
subsystem.
i.e. you should not be able to cook like a michelin chef right off the bat, you would also not know how to make ‘good’ metal ingots at the beginning, it’s the same idea as acquiring gears, runes and gems, the skills should be earned via game mechanics.

I understand the idea of EA is to toss them out for testing the idea, I just hope there’s more ‘gameplay’ elements for them.

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make chef sell only raw materials for crafting and blueprints based on the upgrade tierlevel of the house. make food give buffs only instead of buff and instaheal (Hp increase, focus increase, defence increase, poise increase, an every other).

potion merchant should also sell only blueprints and raw material for crafting potions, weapon buffs and make potions instaheal/focus item only.

blacksmith for raw material, tier 1 armor set for every type and all basic weapons and blueprints.

Woodcrafting npc should sell all the mining and farming tools (pickaxe, axe, torch etc.) and raw material and blueprints.

make all npc have only limited wares refresh per hour/day so you cannot just buy 1000 ores/silver but have to go farm those as well or wait for npc to sell more.
every upgrade level increase tierlevel of raw material, if npc is level 2 it sells tier 1 and tier 2 material, if level 3 sell tier 1, 2 and tier 3.

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