Which possibility is the best?

Which possibility?

  • 1. Books are dropped

    Votes: 2 25.0%
  • 2. Try on their own

    Votes: 4 50.0%
  • 3. Buy Books

    Votes: 1 12.5%
  • 4. Another possibility

    Votes: 2 25.0%

  • Total voters
    8

Happy

Well-Known Member
Reaction score
71
hey all...

i need you opinion.

I have massive items in my map...but i dont use recipes. i use a "box" where you have to put your items in and then use a skill of the "box" to fuse the items inside (if possible).

And now i need your opinion.

How the players should get to know the item combination?

1. "recipe books" are dropped, means there's a small chance that a book is dropped whenever you kill a creep...that book does nothing, selling brings 1 gold and it just shows a combination.

2. they shall try it on their own.

3. you can buy an item at a shop that gives you a random of those "recipe books".

4. another possibility you give me :D

I won't use recipes! And i don't want the players to know (all) combinations at the start!

thanks in advance

greetz Happy


P.S. And please write down why you chose that option. :D
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
recipes are given as a bonus gift for finishing quests maybe? could make questing more important in an RPG.

maybe teacher npc's who tell you recipes if you bring them X amounts of certain items (which are created with basic recipes) to show them that you are skillful enough to learn the more advanced recipes from them.
 

Happy

Well-Known Member
Reaction score
71
would be good if i would make an RPG...sorry should had said that...but thanks and +rep anyway.

my map is a hero arena like angel arena or hell vs heaven.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
I would actually remove recipes and let the players try the combinations on their own

remembering a certain recipe sucks, let them use their logic to assemble something

the recipes should somehow make sense ofc

like a sword and a orb of venom would make a poison sword xd

an armor and quills would make a spiked armor which returns damage

the bad thing about this system is that it requires hundreds of different combinations in order to be useful :/
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
@dinowc:
i would not recommend something like this, because it would devide pro-players (or rather those who played the map a plenty of times) and new-players far wider.
because if you are new to the map you dont know any recipes, the other players could own you, no matter how good your play is, by the sole fact that they know the secret item combinations to own the hack out of everyone with tier0 equip.

for a hero arena you might try to bind item recipes to a side-aspect of the game maybe.
creeps at the edges of the map could drop desired recipes for example, or like achievements:
"You killed 3 heroes in a row without dieing! New recipe unlocked: Sniping Dart!",
"You are the first blood! New recipe unlocked: Unlucky Beggars Armor!",
"You used 5 potions within 2 minutes! New recipe unlocked: Bottomless Potion Bag!"
or something like this which would reward players, for incredible gameplay, both good or bad.
 

Dinowc

don't expect anything, prepare for everything
Reaction score
223
yeah you're right

I thought he was making an RPG, didn't see his reply
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
I partially support the option of buying books, mainly because there are some items you might want to make whose recipes aren't completely logical.

On the other hand, players get to make slightly more powerful items from recipes that aren't in plain sight, but instead need you to figure them out yourself. This gives players a reason to explore the possibilites, rather than just using normal recipes that are available in shops - if you explore the possibilities given, you get a slight edge over other players. Anyway, it's inevitable that experienced players will be better at a game than newbies, so giving them this slight edge is still enough to encourage newer players to try them out.
 

Inflicted

Currently inactive
Reaction score
63
Just randomly creating their own could be fun.

Also adds to the creativity of the game, and ordinarity by not having recipies like every other game nowdays :/
 

johnnymra

New Member
Reaction score
14
Another posibility, in my opinion.
Making something like... magical places or different caves/dungeons/castles... i don't know... in which you place the books, but in order to get the books, which are stored let's say in a closed room in that place, you have to solve a riddle, a puzzle... or something like that. When you solve it, it gives you passage to the book and there you go. :)
 

Mindless

New Member
Reaction score
4
I think if you let players try to assemble their own item, you're in for a lot of work. You have to think of a lot of combinations that make sense and program them all in. And there are possibly players out their more creative than you and if they think of a sensible combination that you did not think of, they'll go: "what? why does that combine into nothing? what the *** map maker is thinking of?" Also, if you map becomes popular (which I hope it does :)) there will definitely be guides out their with a list of all the possible combinations, which defeats your purpose (of having players assemble their own item).

So I think that dropping books is the best idea. Also, the "book" should be part of the combination, so even if you have all the required items, you still need to find a suitable creep that drops the "book".

P.S. I'm classifying this as "another possibility" when I'm voting because it is sort of like dropping books and yet a bit different from it. :p
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Ooh, I've got another idea. Normally, combining Stone with Staff would make Granite Rod (example). But if you do the combining in a Fire part of the arena, you get a Lava Rod. Basically, creating recipe items at certain locations makes for slightly more powerful items. It can confuse players that don't know about it :).
 

Happy

Well-Known Member
Reaction score
71
thanks for all your answers...+rep to you :D

i chose this one (if you are instrested):

some items are just combinable with books, some are combinable without but you have to figure out the combination and the books are dropped by creeps.
 

popo80000

New Member
Reaction score
20
If creep drop books upon death and when player picks it up and he don't need it, he sells it. by the time he needs it, he might already sold that book in other word, he forgot about the item combination recipe. So i came up with an idea, when player picks up the book/tome he will have his quest log updated with the recipe that he picked up, therefore whenever he needs the item recipe, he will be able to view it from the quest log. :p
As for basic item combination, i think it will be good if you can let the recipe be known. Remember to state whether that which item can be upgradable or not so it will prevent the player from confusion.
For instance,
Venom Sword
Upgrade available: Yes or No [Number of types of upgrades available]

So if the item cannot be upgradable anymore, the player will not have to crack his brain to find out the next upgrade that is available as he already know that his current level of upgrade is the best. :D
 

UndeadDragon

Super Moderator
Reaction score
447
I think they should just try on their own, sort of like how minecraft works.

It's more fun that way because you have no idea what you will be creating when you first start playing and people may want to play more just to see what other items they can get.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
It does make sense to tell them when an item can no longer be upgraded, with something like "Maximum Upgrade" in the description. As for normal items with lots of possible combinations, it would also help to say exactly how many there are, like "3 Possible Upgrades" for an item that can be used in three different recipes.
 
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