Original Post
Now I understand that this is very complicated and time consuming to finish items. But some people like that.
I suppose I should ask a question also:
What do you think about this kind of system if you are a crafter, would you play a game based on this crafting theory?
I don't expect too many responses, but I've noticed that even one useful response is worth quite a lot. I have posed this question and information on mmorpg sites in general and dev sections and gotten maybe 50-100 useful responses so far. It seems that those sorts of venues generate more discussion than a purely dev location, possibly because devs work on many many kinds of games besides mmorpgs and mmorpg focused sites have more interested posters for this kind of topic. Still perspectives from other developers produce somewhat different information, I got one person explaining to me that using exponential equations was bad for server resources, and other useful information like that, although because I am producing the game as text based, I suspect its not as big an issue as a graphics game.
Here is a somewhat clear explanation of the crafting system I plan to implement:
So, I have essentially filled out all the crafting mechanics in my game, its very complex and some things might be changed but this is what I am going to start programming:
Resources:
Resources will spawn over time SWG style.
Players can initially mine/gather/harvest by themselves but later may be able to run mines/farms. There will be thousands of kinds of resources which will spawn with varying quality.
Resources will go through various processing to become usable mats. Metals will need to be refined. Metal will be formed into ingots after this process. Metal can be formed into many shapes: rings, wires, coils, plates. Wires may wrap around staffs, be used in jewelry and other such things. Herbs may need to be dried or powdered or cut. Wood may be planked or poled.
Then items will be "crafted" or put into their basic final form. Metal will be made into blades and armor pieces, wires and pendants put together for jewelry, wood will be shaped for staffs or bows. Blades and guards and pommels will be put together, or tangs and handles, or hafts and heads, arrow head and wood and so forth. These items will be in usable form. So you could sell them to players and they could be used in battle or crafting. However there are still many steps to refine and improve items.
Enhancements can take many forms. Inscriptions to hold enchantments can be carved, you can align the matrix to allow weaker items to hold more magic. You can sharpen blades, polish wood, add gems, change item skins and so forth. You could wrap wire around a staff to make it pretttier and possibly allow more spells and magic to be used. You can actually cast the permanent enchantments or add the temporary spell buffs at this stage as well. This is the end stage.
You can revise carvings and enchantments and spells on weapons post production, and you can change gems and metal wires and recolor and like any other step an entirely different crafter from the original can do this.
This intense and some would say excessive customization is only part of the system however. At every stage of the crafting process it is possible to get small random bonuses to quality, essentially these bonuses are similar to initial resource bonuses and they stack.
Another aspect of the game that is somewhat novel and important are the crafting skills themselves.
Firstly there are no classes. Any single player can learn all the skills, use magic, learn fighting skills and so forth.
Further skills level in a somewhat unique way. There are no conventional levels per say. Firstly many things that can be crafted are in themselves used for crafting. Tools can be crafted and are used in production. The arrival area, as players "arrive" through a gate from another world, allows players to have access to incredibly basic crafting tools. Later the best crafting will be done with entirely player produced items. All tools have a value which corresponds to a % bonus to crafting value. Resources have these values also.
Now on to skills specifically:
Skills level by experience, so instead of having levels at certain amounts of experience, players just have that number. Experience is filtered through an equation to produce the bonus to the crafted item. Different experience is filtered through different equations. There are pseudo levels because some materials require a certain amount of experience to work with. They also require superior tools, for instance to use a higher level metal you may need a better smelting furnace to use the higher temperatures required to melt the metal. However the bonuses from experience produce the same bonuses regardless of the material used.
There are parent crafting skills and subskills and subskills of subskills. An example of all the skills affecting an item follow:
You are making a longsword:
A longsword is a weapon->sword->longsword
The material is metal->steel
You have 10000 experience in metal, and 6400 in steel
You have 10000 in weapon, 10000 in sword, and 2500 in longsword
The equations are :
+mexp^.25+stexp^.5+wexp^.25+swexp^.5+lexp^1/10
that means +10+80+10+100+250=+450% so the item is 550% better than 0/0/0/0/0 exp
obviously these numbers are a little too high, so the numbers would be messed with to lower the bonus.
the essential point is that the more specific the skill in relation to the product, the more valuable the exp. So if you want to be the best longsword maker on the server you might want to focus most of your crafting on longswords made of steel. Now I think that the specific material skill bonuses might be a smaller part of the total possible, because if you are making metal longswords you should be able to make iron ones nearly as good as your steel or bronze weapons similarly well.
The upside of many aspects of this system is individuality, uniqueness, mastery and customization. Players can easily create a brand with these options. You can be known for your mastery of a material, and/or of an item type.
Further the improvement is very fluid. There is no break moment when bam, you suddenly become much more powerful than a player one level lower, and neither is their a level cap because the equation works no matter the number, further the square root based system means that even a player with 1mil experience would not be amazingly more powerful and godlike. It takes more and more experience to get the same effective improvement.
Magic is made to be very powerful however. Magic is formed with words of power found in ruins around the world. Words of power fall into different categories. There are many parts of a spell and they affect different parts. Element/type of power, range, accuracy, speed, range, power, mana and so forth. All of these can be moderated by changing the spell construction. Spells are cast with a keyword, so if you want to give a person a spell but not have access to the keywords you can just sell them a grimoire with keywords. They can use the spell but they can't make their own. You can choose to sell actual words of power.
My goal is to try and convince players to form sorcerous guilds and have different schools, as opposed to a single player learning all the magic alone.
Possible systems involve community spell word knowledge, a guild system where leaders or higher members are given any spell words members have and distribute grimoires to each player member so that one player can't join an enemy guild as a spy and learn all the words, as they would only have access to the grimoire and not the words, and they couldn't just copy the grimoire and spread it around either. Of course players are welcome to wield the magic system however they damn well please as well.
(Separate post)
Very well, I will go into detail about a hammer. Some items have fewer steps than others. For example enchantments and spell buffs are more for fighting gear.
You want to make a hammer. You need 3 parts. You need a head, you need a handle, and you need a weight on the other end for balance. You would need several skills:
Metalworking
Smelting
Carving
Gathering skills related to metal and wood
You could use your personal skill in each of these areas. With the lowest quality materials and this being your first item you would produce a hammer at the same quality as is purchasable at the npc shop. However, maybe you farmed some relatively good metal and wood. So your hammer will be a bit better.
The base quality value is 100 for all items.
Materials have a value of 1+x.
So your metal is 1.5, or base+.5.
Your skills are additive multipliers and they are all base 1.
So if your smelting is 1.5 that means you multiple the metal value by 1.5, which gets you 2.25.
Then your metal working is 2 so that means you multiply the new value by 2, which gets you 4.50.
Your wood is 1.5.
Your wood carving skill is 2, so your wood value is 3.
Then you put add the values together and average.
Your values are 3 and 4.5 so your final value is 3.75.
You also get bonuses to your skills from tools. And the system works the same way, it just modifies your base skill.
If your tools were from npcs which are default value 1, and your materials are default value 1 and your skills are default value one then your production value is 1 becasue multiplying by 1 always returns 1.
Is that specific enough? Remember that these are example values simplified to explain the concept.
The reason to specialize is because the more time you spend using a skill the better your skill so a player who specializes in metal will generally have a better smelting skill and a better metalworking skill. Further you have skills for different items, so hammers and tongs, and for specific materials, steel, iron, bronze. Those provide multipliers in the same way.
So if you spend all your time crafting steel longswords you will accumulate the skills needed for steel longswords, metalworking, steel, weapons, swords, longswords. That means that given an identical amount of crafting time, you are going to make better steel longswords than players who make copper battle axes, or iron breast plates.
You can harvest your own iron and coal, and smelt your own metal also, but you maybe get better steel bars for your sword by having one player who searches out the best iron and coal, and one player who searches out the best coal, and one player who smelts the best steel. You may also have a craftter who makes the best tool for any of these classes.
Keep in mind that these bonuses are not incredibly large per say, so the difference between the best steel longsword and the second best steel longsword may only be 65 damage to 70 or 75 damage. Further even a player who spends all day crafting steel longswords may not be as good as a different player who uses better iron or better tools.
(Separate post)
If you think that is math geekery you don't even know. If you ever see several math crafters geeking out about a math heavy client side game your brain will explode. Sometimes even I am just cast adrift in a see of numbers and symbols that is so wide I can't see the shore. Arguing over the ideal equation for longevity of 100 different mechanics covers pages and pages with higher order math. Shit is nuts.
For instance let us talk about the relatively simple mechanic where we derive our the multiplier value of a single skill from experience without static levels:
I start with division:
Exp/100
So at exp 0 it is 0/100, at exp 1 it is 1/100 at exp 10 it is 1/10 and at exp 100 is is 1. at exp 10000 it is 100. That is way too high. So if we raise the denominator to 10000. That means at 10000 exp you get a bonus of 1or 100%. Consider how much that is. The improvement per exp early on is so small.
Now we move to radicals:
x^.5 is the square root of x.
At exp 1 you have value 1. So you get 100% at level 1. Seems like such a lot at a low number. At exp 100 you have value 10. An item 10x as good as base? Insane you say! At exp 10000 you have value 100. An isnt that a lot of value at such low exp, when games normally go to millions? At 1million exp w e have 1000 times better. That means that a player at 1mil exp makes a sword 1000 times better than 0 exp player. Sure you want someone who has been there a while to make better stuff, but 1000?
But what about this, we will use both!
Let us use the equation (exp^.5)/10
Now at exp 1^.5=1 and then /10= .1. So your item is 10% better.
At exp 100 we get 100^.5=10 /10= 1 Now your item is 100% better.
At exp 10000 we get 10000^.5=100 /10 =10 So now your item is 1000% better.
At exp 1mil we get 1mil^.5=1000/10=100 1000% or 100x better than 0. Isn't that still too high though?
What if we use this equation (exp^.5)/100?
Now our values for 1/100/10000/1mil we get:
+.01:101%, +.1:110%, +1:200%, +10/1100%
The numbers all have 100% added because the base value is 1, and skills are contributing extra value.
So you see we had to try many possible options to determine our value. But are we done? Suppose our players gets:
2mil exp: That means we have 1414/100=14.14. For 10millon exp its something like, 3162/100=31.62.
If default does 1-4 then we are doing 32-128. If it does 2-3 then we are doing 64-96. That is fine no?
However we have many skills that add to a weapon to consider. If that is the bonus for longsword, what is our bonus for sword experience?
What about this equation:
(exp^.5)/500
That means that generic sword experience, which is earned by on longswords and other swords is 1/5th as useful. Consider that if we set it the same you would exxentially get 2x as good. And really does making a broadsword really involve the exact same knowledge as a long sword? No. Further, suppose you can't have a whole crafter just making longswords. Say you make katanas, scimitars, longswords, shortswords, and broadswords. If you make them all equally, and thus have 5x as much sword experience as longsword then you will be twice as good.
Now, what about weapon experience in general?
Lets look at this equation:
(exp^.25)/100
That is the 4th root, or square root of the square root.
The interesting thing about this equation is that at earlier levels your experience in making any kind of weapon would give you a somewhat larger value for general knowledge than later on. In this case early levels of weapon give a relatively similar increase in stats compared to the equation for longswords. But at much higher levels being the 4th root and /100 is much more of a drop than square root and /1000.
Lets look at 1 and 10000.
At 1 the 4th root is identical. to the square root.
Both equations give a bonus of .01 or 1% quality at 1 experience.
At 10000 we get 10/100. Look, isnt that the same number we got from (exp^.5)/1000? wasnt it 100/1000? Those are both .1 or 10%. From here on out generic sword experience becomes more useful than weapon experience.
Now we could have done the cube root for swords, but the cube root uses different numbers that are harder to visualize than just diving by 500 instead of 100. It may be that I use the cube root in the real game. In fact I may use many additions besides the roots and 1 division. Who knows?
But do you see that roots offer the best way to create diminising returns in crafting? Wouldn't a linear growth, that is 1 exp=100% or 1exp/x=x% allow players who had played a long time to be just impossibly far ahead of a new crafter, or players who bought their items to be untouchable against a player who bought an item from a crafter who was only half as experienced? But it is still worthwhile to keep crafting in one area instead of branching out because players will play good money for even the smallest boost, and further, crafting an item takes the same time regardless of experience, so making two kinds of items will diminish the per second value of your labor.
I suppose I should ask a question also:
What do you think about this kind of system if you are a crafter, would you play a game based on this crafting theory?
I don't expect too many responses, but I've noticed that even one useful response is worth quite a lot. I have posed this question and information on mmorpg sites in general and dev sections and gotten maybe 50-100 useful responses so far. It seems that those sorts of venues generate more discussion than a purely dev location, possibly because devs work on many many kinds of games besides mmorpgs and mmorpg focused sites have more interested posters for this kind of topic. Still perspectives from other developers produce somewhat different information, I got one person explaining to me that using exponential equations was bad for server resources, and other useful information like that, although because I am producing the game as text based, I suspect its not as big an issue as a graphics game.
Here is a somewhat clear explanation of the crafting system I plan to implement:
So, I have essentially filled out all the crafting mechanics in my game, its very complex and some things might be changed but this is what I am going to start programming:
Resources:
Resources will spawn over time SWG style.
Players can initially mine/gather/harvest by themselves but later may be able to run mines/farms. There will be thousands of kinds of resources which will spawn with varying quality.
Resources will go through various processing to become usable mats. Metals will need to be refined. Metal will be formed into ingots after this process. Metal can be formed into many shapes: rings, wires, coils, plates. Wires may wrap around staffs, be used in jewelry and other such things. Herbs may need to be dried or powdered or cut. Wood may be planked or poled.
Then items will be "crafted" or put into their basic final form. Metal will be made into blades and armor pieces, wires and pendants put together for jewelry, wood will be shaped for staffs or bows. Blades and guards and pommels will be put together, or tangs and handles, or hafts and heads, arrow head and wood and so forth. These items will be in usable form. So you could sell them to players and they could be used in battle or crafting. However there are still many steps to refine and improve items.
Enhancements can take many forms. Inscriptions to hold enchantments can be carved, you can align the matrix to allow weaker items to hold more magic. You can sharpen blades, polish wood, add gems, change item skins and so forth. You could wrap wire around a staff to make it pretttier and possibly allow more spells and magic to be used. You can actually cast the permanent enchantments or add the temporary spell buffs at this stage as well. This is the end stage.
You can revise carvings and enchantments and spells on weapons post production, and you can change gems and metal wires and recolor and like any other step an entirely different crafter from the original can do this.
This intense and some would say excessive customization is only part of the system however. At every stage of the crafting process it is possible to get small random bonuses to quality, essentially these bonuses are similar to initial resource bonuses and they stack.
Another aspect of the game that is somewhat novel and important are the crafting skills themselves.
Firstly there are no classes. Any single player can learn all the skills, use magic, learn fighting skills and so forth.
Further skills level in a somewhat unique way. There are no conventional levels per say. Firstly many things that can be crafted are in themselves used for crafting. Tools can be crafted and are used in production. The arrival area, as players "arrive" through a gate from another world, allows players to have access to incredibly basic crafting tools. Later the best crafting will be done with entirely player produced items. All tools have a value which corresponds to a % bonus to crafting value. Resources have these values also.
Now on to skills specifically:
Skills level by experience, so instead of having levels at certain amounts of experience, players just have that number. Experience is filtered through an equation to produce the bonus to the crafted item. Different experience is filtered through different equations. There are pseudo levels because some materials require a certain amount of experience to work with. They also require superior tools, for instance to use a higher level metal you may need a better smelting furnace to use the higher temperatures required to melt the metal. However the bonuses from experience produce the same bonuses regardless of the material used.
There are parent crafting skills and subskills and subskills of subskills. An example of all the skills affecting an item follow:
You are making a longsword:
A longsword is a weapon->sword->longsword
The material is metal->steel
You have 10000 experience in metal, and 6400 in steel
You have 10000 in weapon, 10000 in sword, and 2500 in longsword
The equations are :
+mexp^.25+stexp^.5+wexp^.25+swexp^.5+lexp^1/10
that means +10+80+10+100+250=+450% so the item is 550% better than 0/0/0/0/0 exp
obviously these numbers are a little too high, so the numbers would be messed with to lower the bonus.
the essential point is that the more specific the skill in relation to the product, the more valuable the exp. So if you want to be the best longsword maker on the server you might want to focus most of your crafting on longswords made of steel. Now I think that the specific material skill bonuses might be a smaller part of the total possible, because if you are making metal longswords you should be able to make iron ones nearly as good as your steel or bronze weapons similarly well.
The upside of many aspects of this system is individuality, uniqueness, mastery and customization. Players can easily create a brand with these options. You can be known for your mastery of a material, and/or of an item type.
Further the improvement is very fluid. There is no break moment when bam, you suddenly become much more powerful than a player one level lower, and neither is their a level cap because the equation works no matter the number, further the square root based system means that even a player with 1mil experience would not be amazingly more powerful and godlike. It takes more and more experience to get the same effective improvement.
Magic is made to be very powerful however. Magic is formed with words of power found in ruins around the world. Words of power fall into different categories. There are many parts of a spell and they affect different parts. Element/type of power, range, accuracy, speed, range, power, mana and so forth. All of these can be moderated by changing the spell construction. Spells are cast with a keyword, so if you want to give a person a spell but not have access to the keywords you can just sell them a grimoire with keywords. They can use the spell but they can't make their own. You can choose to sell actual words of power.
My goal is to try and convince players to form sorcerous guilds and have different schools, as opposed to a single player learning all the magic alone.
Possible systems involve community spell word knowledge, a guild system where leaders or higher members are given any spell words members have and distribute grimoires to each player member so that one player can't join an enemy guild as a spy and learn all the words, as they would only have access to the grimoire and not the words, and they couldn't just copy the grimoire and spread it around either. Of course players are welcome to wield the magic system however they damn well please as well.
(Separate post)
Very well, I will go into detail about a hammer. Some items have fewer steps than others. For example enchantments and spell buffs are more for fighting gear.
You want to make a hammer. You need 3 parts. You need a head, you need a handle, and you need a weight on the other end for balance. You would need several skills:
Metalworking
Smelting
Carving
Gathering skills related to metal and wood
You could use your personal skill in each of these areas. With the lowest quality materials and this being your first item you would produce a hammer at the same quality as is purchasable at the npc shop. However, maybe you farmed some relatively good metal and wood. So your hammer will be a bit better.
The base quality value is 100 for all items.
Materials have a value of 1+x.
So your metal is 1.5, or base+.5.
Your skills are additive multipliers and they are all base 1.
So if your smelting is 1.5 that means you multiple the metal value by 1.5, which gets you 2.25.
Then your metal working is 2 so that means you multiply the new value by 2, which gets you 4.50.
Your wood is 1.5.
Your wood carving skill is 2, so your wood value is 3.
Then you put add the values together and average.
Your values are 3 and 4.5 so your final value is 3.75.
You also get bonuses to your skills from tools. And the system works the same way, it just modifies your base skill.
If your tools were from npcs which are default value 1, and your materials are default value 1 and your skills are default value one then your production value is 1 becasue multiplying by 1 always returns 1.
Is that specific enough? Remember that these are example values simplified to explain the concept.
The reason to specialize is because the more time you spend using a skill the better your skill so a player who specializes in metal will generally have a better smelting skill and a better metalworking skill. Further you have skills for different items, so hammers and tongs, and for specific materials, steel, iron, bronze. Those provide multipliers in the same way.
So if you spend all your time crafting steel longswords you will accumulate the skills needed for steel longswords, metalworking, steel, weapons, swords, longswords. That means that given an identical amount of crafting time, you are going to make better steel longswords than players who make copper battle axes, or iron breast plates.
You can harvest your own iron and coal, and smelt your own metal also, but you maybe get better steel bars for your sword by having one player who searches out the best iron and coal, and one player who searches out the best coal, and one player who smelts the best steel. You may also have a craftter who makes the best tool for any of these classes.
Keep in mind that these bonuses are not incredibly large per say, so the difference between the best steel longsword and the second best steel longsword may only be 65 damage to 70 or 75 damage. Further even a player who spends all day crafting steel longswords may not be as good as a different player who uses better iron or better tools.
(Separate post)
If you think that is math geekery you don't even know. If you ever see several math crafters geeking out about a math heavy client side game your brain will explode. Sometimes even I am just cast adrift in a see of numbers and symbols that is so wide I can't see the shore. Arguing over the ideal equation for longevity of 100 different mechanics covers pages and pages with higher order math. Shit is nuts.
For instance let us talk about the relatively simple mechanic where we derive our the multiplier value of a single skill from experience without static levels:
I start with division:
Exp/100
So at exp 0 it is 0/100, at exp 1 it is 1/100 at exp 10 it is 1/10 and at exp 100 is is 1. at exp 10000 it is 100. That is way too high. So if we raise the denominator to 10000. That means at 10000 exp you get a bonus of 1or 100%. Consider how much that is. The improvement per exp early on is so small.
Now we move to radicals:
x^.5 is the square root of x.
At exp 1 you have value 1. So you get 100% at level 1. Seems like such a lot at a low number. At exp 100 you have value 10. An item 10x as good as base? Insane you say! At exp 10000 you have value 100. An isnt that a lot of value at such low exp, when games normally go to millions? At 1million exp w e have 1000 times better. That means that a player at 1mil exp makes a sword 1000 times better than 0 exp player. Sure you want someone who has been there a while to make better stuff, but 1000?
But what about this, we will use both!
Let us use the equation (exp^.5)/10
Now at exp 1^.5=1 and then /10= .1. So your item is 10% better.
At exp 100 we get 100^.5=10 /10= 1 Now your item is 100% better.
At exp 10000 we get 10000^.5=100 /10 =10 So now your item is 1000% better.
At exp 1mil we get 1mil^.5=1000/10=100 1000% or 100x better than 0. Isn't that still too high though?
What if we use this equation (exp^.5)/100?
Now our values for 1/100/10000/1mil we get:
+.01:101%, +.1:110%, +1:200%, +10/1100%
The numbers all have 100% added because the base value is 1, and skills are contributing extra value.
So you see we had to try many possible options to determine our value. But are we done? Suppose our players gets:
2mil exp: That means we have 1414/100=14.14. For 10millon exp its something like, 3162/100=31.62.
If default does 1-4 then we are doing 32-128. If it does 2-3 then we are doing 64-96. That is fine no?
However we have many skills that add to a weapon to consider. If that is the bonus for longsword, what is our bonus for sword experience?
What about this equation:
(exp^.5)/500
That means that generic sword experience, which is earned by on longswords and other swords is 1/5th as useful. Consider that if we set it the same you would exxentially get 2x as good. And really does making a broadsword really involve the exact same knowledge as a long sword? No. Further, suppose you can't have a whole crafter just making longswords. Say you make katanas, scimitars, longswords, shortswords, and broadswords. If you make them all equally, and thus have 5x as much sword experience as longsword then you will be twice as good.
Now, what about weapon experience in general?
Lets look at this equation:
(exp^.25)/100
That is the 4th root, or square root of the square root.
The interesting thing about this equation is that at earlier levels your experience in making any kind of weapon would give you a somewhat larger value for general knowledge than later on. In this case early levels of weapon give a relatively similar increase in stats compared to the equation for longswords. But at much higher levels being the 4th root and /100 is much more of a drop than square root and /1000.
Lets look at 1 and 10000.
At 1 the 4th root is identical. to the square root.
Both equations give a bonus of .01 or 1% quality at 1 experience.
At 10000 we get 10/100. Look, isnt that the same number we got from (exp^.5)/1000? wasnt it 100/1000? Those are both .1 or 10%. From here on out generic sword experience becomes more useful than weapon experience.
Now we could have done the cube root for swords, but the cube root uses different numbers that are harder to visualize than just diving by 500 instead of 100. It may be that I use the cube root in the real game. In fact I may use many additions besides the roots and 1 division. Who knows?
But do you see that roots offer the best way to create diminising returns in crafting? Wouldn't a linear growth, that is 1 exp=100% or 1exp/x=x% allow players who had played a long time to be just impossibly far ahead of a new crafter, or players who bought their items to be untouchable against a player who bought an item from a crafter who was only half as experienced? But it is still worthwhile to keep crafting in one area instead of branching out because players will play good money for even the smallest boost, and further, crafting an item takes the same time regardless of experience, so making two kinds of items will diminish the per second value of your labor.