I was recently thinking about the current crafting system, and i feel that it is kind of dull. There is no incentive to play around in the crafting window. When i first played indev i looked up the crafting recipes. I think it would help the game's replay value if a dynamic crafting system were implemented, as described below.
The dynamic crafting system would introduce new weapons and items that are not necessary to game play. these items will be completely optional, but will offer alternatives to the conventional items. A good example would be a battle axe. It would be an optional alternative to the sword, having slower swinging speed but higher damage.
The trick behind these items is that they will have secret crafting combinations that are unique to each player. The reasoning behind this is that people will have incentive to play around in their crafting table to try and get the battle axe that their friend already has. Notch seems to like procedurally generated content, so why not consider some procedurally generated weapons and items.
Recipes for the "Standard Items" would remain the same for all players, and perhaps there would be a place where you could view the hidden ones that you have discovered, like a book or list of something.
So would these secondary weapons be the same to craft for every one? Or will you only be able to craft certain kinds that is decided randomly? If these crafts are always the same and every one can make them all the time, it would be only time before people figure out how to craft these items and post on the minecraft wiki.
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Alpha_Squad, he said the crafting recipes would be unique to each player.
I dunno, it would be rewarding to discover new crafting recipes, but at the same time, you're just moving stuff around in a crafting window. It doesn't sound like much fun in my opinion.
So would these secondary weapons be the same to craft for every one? Or will you only be able to craft certain kinds that is decided randomly? If these crafts are always the same and every one can make them all the time, it would be only time before people figure out how to craft these items and post on the minecraft wiki.
Everyone would be able to craft the same items, but the Combinations you use at the crafting table would be different for each person. they would still follow some conventional crafting rules, like wood for wooden tools, stone for stone, ect
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I dunno, it would be rewarding to discover new crafting recipes, but at the same time, you're just moving stuff around in a crafting window. It doesn't sound like much fun in my opinion.
I never said it would be particularity fun, but it would add a new sense of discovery to the crafting table. The items would be sort of sidegrades to the conventional weapons, unnecessary but cool to have. This would also give people something to do while they, perhaps, wait for daytime or for some water to evaporate.
generally, I consider a suggestion's value by how much fun it adds to the game. If this doesn't add much fun, I don't think it would be valuable.
the concept is interesting, though. I don't think I want to guess random combinations of items at all, really, but this got me thinking about a system that actually could create new, totally customizable items, with properties reflecting the shape you gave it. Maybe impossible, but kindof a neat idea, no?
To expand a bit, you could give tools some basic properties... I'm thinking weight, slash, and pierce, and have their properties be determined by the shape
Weight: how many blocks of the cutting material you used
slash: how many cutting blocks make up the left side
pierce: the inverse of slash
this will probably lead to some silly combinations, but, as it is, slash does damage to mobs, weight chops wood, pierce cuts through stone, and weight makes the tool slower to use.
As I say, this is probably a silly suggestion, but it's just what comes to mind.
I don;t see how you can sensibly have random 'recipies' for the side weapons. a battleaxe needs to look like an axe to fit with the current crafting scheme. I don't see ow that can be randomized.
What could work is a non-linear tiering of weapons. Instead of just the blade material matter for the tier, make the handle material matter as well. This may apply for any generic craft able object, from swords to bows to arrows.
It might factor into durability, for instance. Special materials may have other effects.
Different wood(like) materials would factor more into bows, I think, but should have some bearing on tool lifespan.
I agree, custom weapons would be quite cool, aestheticly and practicaly. A miner digging on a set path might have the top pick, while a miner searching through caves for minerals would have a pick-sword, because of mobs in the caves. An explorer might have a sworpicovel, so he can do all his general stuff with moderate speed. Maybe more wood would *giggles* make it more durable, but less powerful/slower.
I really like this concept, the ability to essentially pick and choose the item you need for the situation you are going in to. To expand you what you said, maybe be could craft a torch to an item to give off light while its equipped but 1/2's the durability.
The dynamic crafting system would introduce new weapons and items that are not necessary to game play. these items will be completely optional, but will offer alternatives to the conventional items. A good example would be a battle axe. It would be an optional alternative to the sword, having slower swinging speed but higher damage.
The trick behind these items is that they will have secret crafting combinations that are unique to each player. The reasoning behind this is that people will have incentive to play around in their crafting table to try and get the battle axe that their friend already has. Notch seems to like procedurally generated content, so why not consider some procedurally generated weapons and items.
Recipes for the "Standard Items" would remain the same for all players, and perhaps there would be a place where you could view the hidden ones that you have discovered, like a book or list of something.
Tell me what you think
I dunno, it would be rewarding to discover new crafting recipes, but at the same time, you're just moving stuff around in a crafting window. It doesn't sound like much fun in my opinion.
Everyone would be able to craft the same items, but the Combinations you use at the crafting table would be different for each person. they would still follow some conventional crafting rules, like wood for wooden tools, stone for stone, ect
I never said it would be particularity fun, but it would add a new sense of discovery to the crafting table. The items would be sort of sidegrades to the conventional weapons, unnecessary but cool to have. This would also give people something to do while they, perhaps, wait for daytime or for some water to evaporate.
the concept is interesting, though. I don't think I want to guess random combinations of items at all, really, but this got me thinking about a system that actually could create new, totally customizable items, with properties reflecting the shape you gave it. Maybe impossible, but kindof a neat idea, no?
To expand a bit, you could give tools some basic properties... I'm thinking weight, slash, and pierce, and have their properties be determined by the shape
Weight: how many blocks of the cutting material you used
slash: how many cutting blocks make up the left side
pierce: the inverse of slash
this will probably lead to some silly combinations, but, as it is, slash does damage to mobs, weight chops wood, pierce cuts through stone, and weight makes the tool slower to use.
As I say, this is probably a silly suggestion, but it's just what comes to mind.
It is silly.
8Bit, branch =/= linear, and besides you can build anything with two or more implements, it is more of a progressive collective.
What could work is a non-linear tiering of weapons. Instead of just the blade material matter for the tier, make the handle material matter as well. This may apply for any generic craft able object, from swords to bows to arrows.
Different wood(like) materials would factor more into bows, I think, but should have some bearing on tool lifespan.
I really like this concept, the ability to essentially pick and choose the item you need for the situation you are going in to. To expand you what you said, maybe be could craft a torch to an item to give off light while its equipped but 1/2's the durability.