Controversial Idea: Crafting

  • So, I have an idea.... I don't know how well it will be received, but I like the premise behind it.

    Crafting. Scattered across the SoT are component materials. Some are in forts, some are in shrines and treasuries, some are just sitting on scattered islands in the 4 different regions. For purposes of this discussion, we can leave the trappings of said components vague.

    Components can be gathered, and then put to use at specific spots in the SoT. (Obviously guarded, similar to say...a ghost fort). Once cleared, you can use the crafting spot to create very useful, fairly strong CONSUMABLE items for the game. (Crafting never creates permanent cosmetics). Components and consumables rise to the surface when sunk, but, stay in player inventories upon death, just like other items.

    Items crafted are designed to be strong and useful items because it may require a large amount of map traversal, and an area clear in order to make them.

    What sort of items would you like to see craftable? (In my next post I'll toss out an idea as an example).

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  • session based cooking and crafts fit into captaincy and role play expansion imo

    just focus them more on the immersion and less on the impact against others and it's workable

  • My first thought:

    A glider. A glider works similar to a basic glider from Breath of the Wild. From a high vantage point (say a cannon launch, an island peak, or a crows nest), you can jump, by jumping a second time, you extend the glider and can coast through the sky (obviously making you a tempting target to any who can see you.) You can end gliding by hitting jump a second time (and falling) or by touching ground. When you end gliding, the glider is consumed.

    You may carry items while gliding, (Such as a keg!), but may not use weapons.

  • Crafting consumables would be fine by me.

    Being able to make something like a raft that deteriorates over time (to prevent clutter) would also be cool.
    You get to play castaway while keeping rowboats relevant and without worrying about 500 cluttering up a server.

  • @scheneighnay
    I can see 3 pirates flying over a ship trying to dive bomb kegs from consumable gliders.

  • More ideas:
    Firefall cannon balls. Launch over another ship, and it explodes, raining firebomb equivalents across a very wide area. Best if exploded at some distance above a ship....tricky timing.

    Ability to build cursed cannon balls.

    Floating Mines (similar to what is seen from ghost ship kegs)

  • @tybald Tools is one thing, craftable weapons is another. You either need to make them hard to gather material and craft, which makes them less desirable to bother with, or they become a basic requirement to compete.

    I'd rather just have gliders and other fun things to use but aren't directly linked to combat.

  • @d3adst1ck
    I would say it depends on the strength of the weapon. Mines, for example, are not particularly strong. (They have potential uses, but are fairly niche and designed to deal with pursuit) As such, components for them would likely be common across the seas.

    Firefall bombs? Those could be devastating in combat...you might need to get components from wilds and shores of plenti to get those.

    And remember, all of those have to be built at particular spots on the map, not a station on the ship. In essence, I'm aiming for a balance between hard to get and devastating to use.

    Though, I would lean towards "tools" more than weapons, but the tools still need to have a certain strength to them...the glider being a good example.

  • @tybald floating mines is a cool idea but then they'll just say lob kegs off the back

  • @hornet-hill-19
    Yes. (I've wanted the ability to have a small "toss" to kegs for a while.) The biggest issue with throwing kegs off the back is the physics of dropping stuff lends itself very much to blowing your own ship up due to a bad drop.

  • @d3adst1ck

    By all means though, feel free to add in ideas you think would be good as well.

  • The two primary challenges I see with this is efficacy and longevity. I do love me a solid keg play, and I would love a single use glider that I could run up to the crows nest with, grab a keg, and drop it on an enemy ship. But that'd be such an obvious play you're likely to get sniped out of the air, which means no one but clowns like me would put fourth the effort of making one. Which means they would be delegated to the corner of widely unused mechanics like the map board and sunken kingdom.

    You need to be able to craft something easy enough to have fun with it, effective enough to be worth crafting, but not too good to make it mandatory and too easy to make it spammable. Like chickens/snakes/pigs certain islands need to have certain pieces and parts otherwise they are one stop shops. Perhaps ivy (used to make rope/cordage) is in the wilds, sulfur or oil or unstable crystals in the roar, wood in the shores of plenty and stone in the ancient isles, for example. You can get clear silica for glass at a few islands in each region, along with scrap jetsam to make iron bits and bobs, and flax for linen.

    So to build your glider you need wood from the shores of plenty, linen from anywhere, and vines from the wilds... I also see building collectors chests with wood an iron, any storage crate as well if you don't want to buy one, craft blunder bombs, fire bombs, fireworks with the proper parts. The problem once again is all of these things are so much easier to buy that crafting them would probably never happen...

  • @lordqulex
    You aren't thinking broadly enough with gliders. You'd also have another route for boarding, launch a pirate from a cannon and then have them deploy gliders for long distance boards. It also is a different dimension, after all, while they are more visible, they are also not bottlenecked to the ladders....risk/reward.

  • @lordqulex
    I don't want crafting items to replicate existing common found items. Something like curse balls? Given their rarity and random nature, I'd be inclined to let those be crafted, primarily for the potential of being able to choose the type of curseball you want.

    I'd also want things to have great use outside of PVP. The white flare can act as a lantern for shadow skellies, a firefall bomb, shot over a fort, could rain fire down on an entire skeleton wave. It wouldn't wipe them out immediately, but it could definitely make the wave easier, especially metal skellies.

  • @tybald said in Controversial Idea: Crafting:

    @lordqulex
    I don't want crafting items to replicate existing common found items. Something like curse balls? Given their rarity and random nature, I'd be inclined to let those be crafted, primarily for the potential of being able to choose the type of curseball you want.

    I'd also want things to have great use outside of PVP. The white flare can act as a lantern for shadow skellies, a firefall bomb, shot over a fort, could rain fire down on an entire skeleton wave. It wouldn't wipe them out immediately, but it could definitely make the wave easier, especially metal skellies.

    Speaking of goldies, we could have something like a keg that sprays water everywhere.
    Not only would it flood a ship but it could weaken groups of golds and extinguish players fighting ashen lords.

    Or it could just be an emergency fire extinguisher on the ship itself.

  • @scheneighnay
    Kraken bait! (Warning large AOE, could trap own ship!)

  • I suggested crafting of animal cages back in the first month of the games life because snake cages couldn't spawn on islands and animal voyages were a mandatory part of pirate legend voyages so if you got sunk and lost your cages you either had to wait hours for the merchant portion to expire to proceed or abandon the voyage and start over.

    Now everyone generally hates animal voyages anyway and they have been removed from pirate legend voyages replaced with cargo which people leave at the pickup location to rot lol. So a total non issue now but still would have been cool back in the day especially for people like me who always made sure out ship was stocked with max supplies.

    I used to think it would be cool to build addons to your ship hull. Like make a little hut around the helm or even reinforce bits so they could take more damage before breaking.

    As much as I enjoy gathering and crafting games I don't see it having much purpose or place in SoT. If you watch the documentary of the game they openly say how the game can barely run with the content it has. That they are constantly trying to figure out how to tweak things to be able to add more content since they have been fighting with memory restrictions since the game launched. That is why at launch you could have 6 galleons on a server for upto 24 players now its limited at like 17 or whatever. We have lost max players for the sake of additional content and server stability.

    So when it comes to adding new content it's a matter of what would be more useful and fun for the whole game not just a small subset of players. Then again they added stuff like having to build and light a camp fire on islands now rather than them just being active all the time. Not sure if that requires any memory server side or perhaps saves some. I have built maybe 10 camp fires since they have added the feature. I wonder if having them all active if people left food on all of them that might have used up more memory so making us build them at least sets them into an inactive state once the fire burns out.

  • @tybald Despite the teaser video for this season showing a kraken and world event up at the same time I am fairly certain that the kraken is still a world event that can only happen when another world event isn't active. So kraken bait wouldnt really work. Then again we did have on demand meg spawning during the shrouded deep event so I guess anything is possible.

  • @tybald haha that's so true its risky asf!

  • Since SoT is all about cosmetics, I like the idea of crafting to get new cosmetics.

  • The only crafting I would suggest is rowboats.

    I know they are all scattered across the sea of thieves, but in some situations you may need one.

    Making one will take time and some supplies from your ship. Let's say....200 planks for normal rowboat, 200 planks and 100 cannonballs for harpoon and 200 planks and 200 cannonballs for cannon rowboat. Each rowboat will take 5 minutes to craft and would have a cooldown of 60 minutes to prevent spawning them if you have lots of supplies.

  • @tybald Can I drop the keg on a boat from above and have it explode!?

    I am so onboard with this idea.

  • @elk37k
    Why yes, yes you could...

    I see dive bombs, long distance boards, cannon and glides, etc.

  • I wanted to put a bit more thought behind the crafting above, and perhaps, tie it in with some of the other systems I've touched on.

    I've mentioned that I believe that components should be scattered throughout the seas, and that crafting items should be powerful and difficult.

    There are two different, generic ways, to look at crafting systems from a high level (and these are more of a spectrum than they are hard-and-fast.)

    • One way is from a "shop" aspect, where 'materials' are in essence, currencies that you exchange for items at an interface that takes on the form of a crafting station. This is best when the crafting materials are very generic, and can be used over any number of items. Think, for example, a wood-working system that generates furniture. The wood is a currency that gets exchanged for the particular piece of furniture, with some level of 'gamey-ness' in between.

    • The other way is to think of the system as component based. Components are, instead of currencies, tokens that you have to have in order to exchange for the item. Unlike currencies which are very generic, components are fairly specific. You have a sword grip and a sword blade, and you can exchange the two items for a sword.

    Many games combine the two in a tiered fashion. Instead of using currencies to purchase the item, you instead use the currencies to buy components, which you then exchange for the item you want. It creates a long-term investment in crafting, and works towards creating an in-game economy, as the raw currencies can be exchanged for other currencies. It doesn't work for SoT.

    SoT doesn't need a crafting economy. It's not that type of game. So, a crafting system needs to fit into the existing gameplay loops. "Go out, do stuff, return to port, collect rewards" The type of permanence offered by other crafting systems doesn't work. As such, the system needs to be greatly simplified.

    I want to combine currencies and components in a way that allows for the game to fit into the gameplay loop, and be easily expandable. If, after the initial implementation, developers want to add in new craft-able tools, it's easy enough to do so, and provides enough flexibility that the crafting system can also hook into other systems in the game.

    So, my proposal is as follows:

    Crafting is a combination of specific components, and regional based currencies. Each region has craftable based currencies, I'll call them "dust" for now, as they are the magic pixie dust that gets sprinkled on to make things work. Dust is found all over the world in barrels, and is fairly easy to come by. There is a specific type of dust related to each region (Wilds, ancient isles, shores of plenty, and even the devil's roar). Components are more specific, at best belonging to 1 or 2 recipes, or belonging to a group of related recipes (such as cursed cannon balls). Components are equivalent to treasure, and can be found and added in any way that treasure could be found. They may be washed up on the shore, under the water, in shipwrecks, vaults, etc. Specific components, like specific treasures, may only come from certain types of events, while others may only spawn in certain areas, such as the beaches of the devil's roar.

    An item's recipe then would be a combination of 1-2 types of dust in various quantities, plus 1 or 2 components.

    The crafting stations are set spots in the seas, and are not at outposts. They may be certain items of islands (such as like with the altars for Graymarrow) or they may be entire sets, like the sea forts/siren shrines.

  • @tybald i think that it easly cloud devolve into:

    Teadius and meta if crafted stuff is too powerufll - hurting casual players gameplayes.

    Dead if there is no big reason to do it.

    Rowboat crafting cloud work couse there is niche for that playstyle, but what you propouse lay far away from crafting that allready works good - cooking.

    Cooking couse it gave nice but not game breaking bonus and it cloud be wholly done mid voyage - catching fish and cook it is fast enough to do it in between.

  • @ghutar

    Balance is important. You want very powerful stuff to require more travel (And therefore time) to get, otherwise, it becomes too powerful. It needs to be uncommon, but potentially game changing if used right. Similar to something like a wraithball or stronghold keg.

    The key though is everything craftable is temporary and consumable. A rowboat is 'permanent' in that it sticks around for the life of the server until it is sunk. You would only need to craft 1 of them (unless you lose it.). The 'glider' idea? It's consumed upon use in some way, so you'd want to make multiples, but that requires more farming to do. Obviously, numbers made at a time, dust cost, carrying capacity might all change due to balance issues.

    Let's not forget that crafted items, components, and dust would also all be able to be stolen, dust is in a supply barrel, components are onboard like treasure, and crafted items....depends on the item, but would either be in a barrel, on a pirate, or treasure, depending on the exact item we are talking about.

  • @capt-pilotes

    I wouldn't want to craft rowboats, but.....row-boat attachments, temporary cannon, temporary hookshot, temporary....something...that could work.

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