- Nov 17, 2019
- 281
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I am a bit surprised by this, I thought most people disliked how tedious it was because of all the different components. Though, one of the bigger reasons I cut down on it is because it was bloating the amount of Ingots that were needed, sometimes to absurd amounts.Hmm, I actually really liked the intricate crafting system where the ingredients required for construction actually made sense instead of the classic videogame system of "take 2 scrap metal and 2 wood planks to make a Heckler & Koch G36 (Gewehr 36) Assault Rifle".
The second tier metal ingots will require a relatively complex alchemical potion to craft, in which case, having tier 2 recipes require the same amount of ingots would have resulted in absurd amounts of grind, namely getting one tier 2 "Loop" would have been equivalent to crafting a whole armour set from tier 1 (time wise).
Another reason, is I wanted the existing items in the game to have more uses as some of them are only used in one or two rare recipes which resulted in a lot of players getting to a stack of 99 of them and having no real way to utilize them.
A more long term reason for doing it, is the fact that there is a finite amount of items that can exist in an rpg maker game, namely 999. This can be changed with a script, but it's one of the more dangerous scripts as it can brick the whole game and not just the save file. If I was to continue the trend of all the small misc metal based items, then with every new tier I would be adding in over 20 new items for the metals alone, which over the course of 5 tiers will be over 100 out 999.
The overall intricacy of the crafting system isn't going to change very much, it's just going to require different items, making use of the ones already present rather than introducing too many new ones.
Personally I'd recommend looking into remaking the admittedly clunky and cumbersome inventory system, including raising the limit of items above 99 and adding a storage system.
That's kind of selfish of me to recommend though because it's definitely the more difficult solution and would require script reworks (maybe even bricking current save files).
I am slowly looking into this in parallel, though it would only address one of the issues I described above, namely the inventory clutter!This part I'm with you on