Re: 12th Anniversary

(Anonymous) 2025-06-10 03:58 am (UTC)(link)
sa that first crafting system you described, while i'm sure that's fun in other games, would not be popular in fr.

players are already frustrated that they have no way to breed dragons of the other 10 elements and complain about grinding mats in less popular coli venues.

you apply that to a system where you can only pick one discipline and have to depend on other players to create the things you need in the other disciplines you're going to get a lot of frustrated players.

one of the things players consistently say they like about fr is barring a few limitations you don't have to interact with anybody if you don't want to. you can completely play fr solo.

a crafting system like that first one you described would totally negate that.

the second system would be less objectionable but i have a feeling a not small number of players wouldn't enjoy not knowing how to get certain items right away.

Da

(Anonymous) 2025-06-10 12:46 pm (UTC)(link)
I played an old mmo with a discovery based magic system. Some people adored it, but the reality is, it is frustrating to not know what your results will be.

At least there'd be no reason to bot it, but still... Also, with the database usually listing what all items take, how would that work?

Re: Da

(Anonymous) 2025-06-10 04:26 pm (UTC)(link)
Which mmo was that? A few come to mind, curious if we're thinking of the same one

Ayrt

(Anonymous) 2025-06-10 07:56 pm (UTC)(link)
I'm brutally dating myself here, but Asheron's Call at release had an extremely complex spell system based on components. Eventually it all went to scrolls, but at the beginning, I remember the experimenting. I found self debuffs by accident.