We wanted to highlight one of the new
additions added to the crafting system in December, the attribute
system. Though briefly mentioned in our change notes and on the forums,
the attribute system was a fairly major modification in the crafting
process. The exciting part about it is that the attribute system further
impacts the customization of your character’s equipment. Before we
start to walk through the system, it might be important to do a quick
run over how our system works for those who might not be familiar with
it.
As many of you might be
aware, The Repopulation has no levels. Instead we offer over 70
independent skills. For Trade Skills we offer a mix of resource
collection and crafting skills that intertwine. In addition, some
crafting lines include collection skills. The trade skills also include
skills for creating fittings which are like sockets, stems which are
like boosters, traps, robotics, vehicles, and so much more.
Without
levels, we have no artificial restrictions placed on crafting by other
aspects of the game (such as needing to be level 30 to craft something
even if your crafting skill is high enough). Naturally, you cannot
create the biggest and best stuff early on. You will need to hone your
skills over time. If you want to make a name for yourself as a crafter
in The Repopulation you will be able to do so without other barriers
restricting you.
We have a
rather distinct configuration for our equipment using what we call
“shells” and “fittings”. The armor, handguns, rifles, and swords are
simply basic shells that have basic stats. Weapons all have base stats
and different uses such as automatic weapons are best against lightly
armored foes where sniper rifles and heavy impact weapons do the most
damage against heavily armored foes. However, there can be multiple
visual representations of this rifle or that piece of armor, which have
the same core stats. This lets you choose your equipment based on a
certain look and then you can customize the armor to match your play
style.
Each
piece of equipment holds a specific amount of modifications slots that
we call fittings. These modification slots are similar to a socket
system where you can place certain types of fittings in an item based on
their major attribute types. The fittings have a letter label (“A”,
“C”, “E”) and based on the label, their attribute type will make them
modify damage resistance, accuracy, energy regen, and other stats
associated with a shell. This lets you modify the base shell of your
armor however you see fit without having to choose specific weapons or
armor because of their stats.
Now
that we have taken that minor detour lets look at the new change we
implemented, the attribute system. Our crafting system already featured
a flexible recipe component system where putting different parts into
the recipe produces different results. We also have a quality/grade
system to differentiate the results of beginning crafters and
experienced crafters. We wanted to add a bit more flexibility to the
system by allowing more control over some of the stats associated with
the fittings. To overcome that hurdle we introduced the attribute
system.
Each resource in
the game used for fittings has primary stats that are directly
associated to that resource in some fashion such as Physical Resistance,
Accuracy and so on. These resource attributes are not randomly
assigned. Each material has multiple attributes that are assigned into 3
categories: Primary, Secondary, Tertiary. Primary attributes have the
highest values (typically 7-10) with secondary in the middle (4-6) and
tertiary at the bottom (1-3). These values are static so a chunk of
calibrite will always have the same attributes, but it can have a random
grade value associated with it that impacts the rarity and significant
worth of the material (grade A being the best).
The
next step in the process is refining the material. Calibrite ores'
primary attribute is Physical Resistance, there is no other ore that can
provide as high a bonus to Physical Resistance as Calibrite. As part of
the crafting process, refinement requires the player to take the
harvested ore and create a refined metal bar. Based on the agents
players use in the recipe, they get to choose which attributes are on
the final product. With more than ten attributes available on each ore,
players must decide which ones are most important to them as they create
the refined metal. The refinement system does not only use pure ores,
but allows for combinations of ores and minerals to create alloys which
have unique attributes of their own. The refined results are then used
by another craftsman (or if you are skilled enough) in another recipe to
create a fitting with the refined materials.
As
mentioned with fitting there a letter classifications for fittings such
as “A” or “C” or “E”. These are typically comprised of primary,
secondary, and tertiary stats much like the materials such as calibrite.
“A” class fittings primary consist of the core combat attributes
dealing with damage increase and mitigation across the different damage
types (physical, energy, fire, etc) and have secondary and tertiary
stats that are more limited in value. “C” class fittings deal with
recovery/retention style stats for health, energy, momentum, and
endurance and might include some secondary and tertiary stats available
in “A” class fittings. Across the spectrum, players can add multiple
stats and make detailed choices about customization, but the system is
tailored to prevent people from stacking full damage on everything and
creating an excessively unbalanced weapon or piece of armor because each
fitting has a limit of each attribute that can be placed on it from the
refined metal used to create it. The crafted fitting takes the
attributes passed to it by the refined metal and its grade to spit out
the stats. When the fitting is slotted in a weapon or piece of armor
equipped to a character, those stats are added to the character or used
by the weapon or armor when used.
One
of our goals is to create a fairly complex crafting system. Our economy
and ecosystem are designed around the idea that there will be no
moderate to high end fitting drops, facilitating a fully player driven
world. We feel this will provide a diverse crafting experience, offering
both a quick learning process and the complexity of refinement and
producing sought after end products along with a high level of
customization that will satisfy players of all backgrounds.
We
hope you enjoyed this deep dive into the crafting attribute system. We
look forward to doing more of these in the coming months and soon you
will be able to get your hands dirty experiencing it for yourself.
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