• Craft And Gather - Ruin Ideas
    6 replies, posted
Lets talk about the gathering and crafting within Ruin. If you are familiar with Rust, then you will have a general idea of the various ' systems ' it has gone through the years ( Blueprint, XP, Component, Progression ), with this in mind I'm sure Ruin will have some kind of gathering and crafting system in which the player uses the land and surrounding area / monuments to build, gather and craft. Ruin has a a lot of potential and due to its genre its possibility are rather endless, I personally don't want to see clan ruling servers filled up with giant groups / zergs working to get to a so called ' end game position '. The reason clans do so well in rust is because the gather and craft system is laid out in a way that it is easier to be in a group of people. Now don't get me wrong, I don't want to rule out groups completely because everyone loves to play with friends ( otherwise it becomes rather boring ). Instead what Ruin needs to have is a system in which you can choose your path of game play, what i mean by this is that players should not be limited to the general rust layout of game play ( Spawn, Grind, Build, Grind, Craft, Grind, Raid, Grind, Raid, Wipe and Repeat ), Ruin should have a story to follow and within that story should be a wide range of paths for your character to take, Do you want to stick to Grinding and Building, Or do you want to be a worker ( Miller, Stonemason, Blacksmith, Armorer, Falconer, Tailor, Carpenter, Plowman, Butcher, Silversmith, Baker, Weaver, Grocer, Guard, Fisherman ), using your income to buy the supply's you need to build and craft from market instead of Farming it all, and instead of easily getting the materials to repair your clothing and weapons we should have to venture to Blacksmiths and Tailors to bind and repair our items. Custom Enchantments should be able to be gained from various challenging places within the world, using these enchants on your Armour and weapons for Pvp, Faster gathering or helping survive in certain environments. Go out hunting for various animals around the map and sell your Leather and Meats to the Butcher for money or possibly specific trading items? Different form of crafting, Farm a tree and kill a spider for string and craft a bow, or bargain for one with other players or NPCS. It should be a challenge to find high tier items not just a lucky box drop, craft up a boat and sail to a far Cave, defeat a specific boss and take the designated loot. We should be able to train beasts and animals and battle other players in a local arena, win money or material prizes for your win, earn a name for yourself not because you have an ak47 on the first day in Rust, but because you have earned the right of recognition. I think instead of the general idea of Clans / Zergs we stick to the Medieval genre of the game and form Guilds. ----------------------------------------------------------------------------------------------------------- Guilds: Guilds were a very important part of Medieval life and medieval jobs. They were bands of men and women that joined together for profit and mutual protection. Each guild revolved around a particular craft or the trade of a particular type of item. The Guilds established standards, set prices, and determined skills. A good example of this would be a merchant guild that dealt in wool. Getting a job in a particular craft meant joining a guild and following the rules for craftsmanship and pricing. A young person could be given a job as an apprentice with a master craftsman. This wasn't a paid job however. It was often the case that the young persons family actually paid the master craftsman to take on the apprentice. After a period of time as an apprentice the young person could possibly be promoted to the position of journeyman. As a journeyman, he would now become an assistant to the master and get paid. He would learn the craft more fully. And eventually, if he had acquired the necessary skills, and had the money to pay his guild dues he could in turn become a master craftsman. This application to become a master craftsman often had some kind of a test where the journeyman would make something that showed he had fully mastered all aspects of the craft. This object was called a "Masterwork". - There were basically two different types of guilds: The Merchant Guilds and the Crafts Guilds. Merchant Guild: These were typically guilds of traders who were involved in the various aspects of trading items (commerce). They would typically purchase rights to trade from the king and would establish monopolies. they would set tolls and taxes on outsiders. Wool was one of the most vibrant types of merchant and a Merchant Wool Guild of a city or town would make rules that prevented outsiders from trading in wool. Some of the tasks of a merchant guild of this type would be to set the standards for weight of wool and the standards for price. Craft Guild: This type of guild is more well known in modern times and it is what we think of when we think of guilds. Craftsmen banded together to set prices and standards for their craft. They could be stone masons, blacksmiths, cooper or any of a wide variety of crafts where things were made. ----------------------------------------------------------------------------------------------------------- Taming Animals And Beasts: Let us hunt and capture various types of animals and or dangerous beasts, allow us to grind them up, equipped them with protection Armour and cages so we can safety carry them around when we travel by horse and cart. Cages that can be positioned around our fortresses to protect from wondering players, looking to steal and kill. We should have the option of traveling to Dragons Dens, challenge the beast or steal her dragon eggs when she is out. Keep these eggs concealed within our bases, care for them with the slight chance that it will hatch and grow to serve us. This could help with my idea of battle arenas ( battling beasts and animals for money and trade able rare items, or wager another player. ----------------------------------------------------------------------------------------------------------- Custom Enchantments: Take the game play path of creating the best possible Armor, Weapons, Farm Tools and Misc Items possible. Imagine enchanting your Armored boots with an enchantment of Speed, to make your travel on ground faster when you choose to activate it. Or a form of Sharpness enchantment on your sword if you find your blade to blunt for what you wish to contest, Farming enchantments to gather with ease or give advantage to gathering. ----------------------------------------------------------------------------------------------------------- That's all i have for now on the subject of Gathering and Crafting. I'm going to take a step back and think up some decent ideas to either elaborate on my already stated suggestion and or create some new expansive ideas for game-play and quality of life integration's. Thanks for taking the time to read this thread -Toastaie
Perhaps instead of having a predetermined story based within the game itself, there could be a module based system where people can create custom campaigns along the lines of how Sven Co-op used to work? Perhaps even later if the Dev team has the resources an original campaign could also be released, I see opening it up to public campaigns with a rating system to be a more manageable use of resources. The rest of these suggestions are great though! A+, Toastaie.
Aion I think your idea is great! This way players can create there on path instead of following game structure, this makes for a better experience in my mind. -Toastaie
wow toasty I think the concept and ideas you put forward in this post where very interesting and I would like to see them develop further and hopefully soon be implemented into the game
It would be nice to tame large trolls for raiding, and dire wolf's... Because it's dire. as well as smaller animals like chickens for food such as eggs and meat, feathers to make arrows. Hogs also for food and bone tools, sinew and skins for water skin crafting. Also have many food items for crafting food recipes for status buffs, like health, stanima, magic, heat/cold resistance and poison resistance. There is a ton of possibilities in the game like this, so I hope Facepunch won't limit the possibilities but expand them.
just don't go over to that 'MAKE THEM ALL RIDEABLE' side ;p
I won't that be dumb. Anyway not every animal is rideable.
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