To make the link between boss drops and crafting immersive, I have a suggestion:
This system will add a natural dependency to and between the crafters in the game, and a natural flow of jobs incomming as characters will need their latest drop fitted.
It also adds immersion as it would be natural for the stuff you have taken off someones corpse or randomly found will not be a perfect fit to your character.
It would make a lot of sense for characters to order items at crafters directly such that the item they buy and the crafter creates is a best possible fit.
Some other solutions or concepts that could be used for some bosses:
Sicario said:Some other solutions or concepts that could be used for some bosses:
- Boss drops rare crafting materials rather than actual items (e.g. in the case of a non-humanoid boss)
- Boss drops an unusable armor or weapon piece that can be melted by a crafter or NPC into rare materials which can then be crafted into usable armor/weapons.
Toredorm said:Sicario said:Some other solutions or concepts that could be used for some bosses:
- Boss drops rare crafting materials rather than actual items (e.g. in the case of a non-humanoid boss)
- Boss drops an unusable armor or weapon piece that can be melted by a crafter or NPC into rare materials which can then be crafted into usable armor/weapons.
This #1 Please. Let me support the statement. Why would a dragon you just defeated by carrying a vest that a elf could wear? Wouldn't it make more sense lore wise that he drops "Dragon Scales" for you to make a Dragon Scale tunic out of? This + Vanguard style crafting would make this game my home forever.
I suppose it would depend on the type of encounter. Humanoid sized creatures could drop stuff which with modifications could be used by other races. In other cases such as dragons, I recon that crafting materials would also make great sense.