ID:117563
 
Since my last entry forever ago, I've been throwing around a few things.

How many crafting types would be considered "too many"?

I mean, a lot of MMOs have only one, technically (usually categorized under "Synthesizing"), while some larger ones have numerous ones (FFXI and WoW being my main examples, each with at least seven different crafting types that I can name)...

I'm hovering toward the five-six range, myself. Two or three of them could be inter-connected, too.

Hmm...
I'll be honest. In my game, I have quite a bit to manage, so what I've got might be a bit much. I worked them into my game, some can be learned by anyone, some are aligned to a specific faction, or class.

Basically, you make as many as you need to, and can do without making it too difficult to handle, while still making it mesh well with your game.
I was thinking along the lines of general skills -- faction-specific skills might be too much for me to handle at the moment, I would think.

Perhaps race-specific blueprints/recipes/formulas would be a better path for me?

Thank you for your input, by the way. :]
That sounds about right. Especially if a few of them are cross-type.

Too many is probably like, 8-10 groups, I mean, I can understand having a lot of different things to make, but splitting them up into so many categories is asking for confusion.
What I have in mind is just basic items being made with one crafting tree that can be enhanced in different ways with the other trees.

Example: A set of basic leather clothing crafted with a leatherworking skill can be made into armor with a blacksmithing/armorer skill, or enhanced with an enchanting skill...

That way, I can keep my item count in-game down, but there could still be a lot of customization for armor/weapons/accessories.
Sounds like a good plan. Keep up the great work! =)
Will do! :] Thank you for the support!
I did come to a conclusion that each race should get some unique things in each tradeskill (except for the class ones, which obviously don't vary much), otherwise why bother?
Yeah, that is true. If everyone gets the same stuff, there's no real reason to play as the different races...

Hm. Now I'm toying with the idea that races should have different results in each trade skill over all, but that seems... excessive.
Perhaps not different results, but you could do what some of the other major rpgs do: include racial bonuses to certain skills.
Banette wrote:
Hm. Now I'm toying with the idea that races should have different results in each trade skill over all, but that seems... excessive.

This is why I blended the two together.