![]() Hunting down crafting materials when new sets are released, it would also expand play time for new updates. Several people have mentioned that grinding gets boring after a while, this could spice up things just a little bit. Hitting it normally should still break it but just make it so no crafting items drop. I also had the idea for twine, you could acquire it by breaking the plants that grow throughout the world, but grow in a big cluster outside Renegades.Screenshot_61.png Twine would be essential for most items, string for bows, binding for a sword but I know that would probably get annoying, always breaking things on accident so there should be a second key bind for breaking the environment like in HH. Crafting items could also be used for multiple sets. Everything has it's place and it should be fairly simple to acquire these items, they shouldn't have super rare drop rates because that would just aggravate the more casual players, which is the majority of players. ![]() Say for example Stags could drop rocks or metal shards and these could be used for later gears. ![]() What if in Elia crafting was very dumbed down, everything needed to craft an item was easily access-able, mobs could drop specific crafting items. Even Helmet Heroes had a crafting system, but that system relied on finding shiny's, something that was pure luck. Every good RPG has crafting, it's basically a staple in the genre at this point but one thing I hate is the tedious process that is based on luck most of the time.
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