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-better relation for orders,
-attribut and skillpoints and
-the ability to make a special weapon that hits 100% your needs and maybe not can be buyed in towns.
but only if you use 2h-sword-smithing and 2h polearm-swing smithing. ,ost other weapons like 1h axes, swords, hammer are nearly impossible to get smithing recipes or improve your smithing skill.
Battle fanboi accuses people who smith of abusing it for money while at same time he no doubt abuses battle loot for money.
Talk about your pot and your kettle.
This topic is bad and you should feel bad.
Actually this is wrong. The way to unlock parts is to craft the highest damage weapons you can for each type. Not the highest tier or difficulty, but the highest damage. Focus on damage and you will unlock parts much faster.
thats like explaining michael schuhmacher, how to drive a car.
I never heard of them. if you already knew this, then why did you say the opposite?
Agreed.
My guess is because it was something relatively easy to do, in theory, but would be an added feature that had not been in the vanilla game, before. "Crafting," in a sort of "we have crafting at home" form, had been in several big mods that were fairly popular. Mechanics meant it was limited, though, and was basically just a quest system with a vendor unlock, which was pretty much all the modders could really do with it. (Prophesy of Pendor and Phantasy Calradia were two mods that had a sort of "crafting" option presented like this.)
But, nobody put any brain power into thinking how this system would actually work in gameplay. None. As in "Let's just do it," much like they did with adding the dynasty mechanics - It's got good "hype" value, so that was enough to have it stapled to the design docs.
Cooking wood was one of the most popular past-times in the Medieval period, so TW must have thought those ancients thought it was fun...
If "You can repeatedly click a button so your character can cook wood!" was part of Bannerlord's marketing program, how many game purchases would have not happened?
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TLDR - "Mork gripes about Blacksmithing again" If you need more of a TLDR than that, just scroll down to someone else's post. Otherwise, all i can offer is a few attempts at creating humorous quips with some practical suggestions a modder might find interesting.
TLDR 2 - Putting it here, 'cause it's important: Games with multiple things to do must make those things to do relevant to other stuffs. NO mechanics in a game should stand alone from game "play." All mechanics should support gameplay goals and enjoyment as one cohesive package... like, idk... a "game." TOO many non-combat elements in Bannerlord are stapled on mechanics that have poor, shallow, unengaging interactions with primary gameplay. The below examples blend Blacksmithing into other gameplay elements to make gameplay, as a whole, more engaing and colorful. (This should be done throughout all mechanics, but TW didn't, so it's not... Tournaments, Companions, Spouse, Clan, Faction, E'rry'thin'... feels compartmentalized and poorly implemented. Only "battles" and combat is actually "well done" in Bannerlord. The rest is sheepdip. Thus ends the TLDR.)
****
This is how to overhaul it... even though I think it's a dumb system and the game, itself, never passed the smell-test during its design phase... I'll also say that attempts to combine this system to add to the experience of others are lightweight easy-sauce bits of work. (Drops/loot) Though, the added "My liege and sovereign King, would you Blacksmith me some some spoons" "Blacksmithing Questing Wallmart" system ranks as "inventive" for Bannerlord... :/s Anyway, for the sake of offering an improvement suggestion to a system I think is dumb as crap:
1) Reduce the number of components. It's ridiculously overburdened with meaningless crap. Whoever designed it can not possibly understand what "less is more" actually means and how valuable a notion it truly is. They are probably part of the same team that "designed" the character Skills system, which is also a bloated, boring, pile of festering sheep piddle...
2) Blupes: They wouldn't pull this system, so: - Only basic designs should be able to be "unlocked" via the process of smithing. I agree these should be completely RNG and not based on any current work being performed. (For drama/spontaneity) The character's skill level should have some bearing, but I also think the "skill level" shouldn't exist, 'cause it's not gamey enough and is dumb... (For this sort of game) But, whatevs - They would not, for love or money, yank the skill/attribute system in favor of one that could be entertaining. Not at this point. So... /shrug
A) A class (in terms of rarity) of Blueprints can be bought from Blacksmiths/Weapon dealers in Towns and from Vendors in Villages. Some are more common in certain regions than others. (Encourages exploration and rewards discovery) The player will have to have a minimum faction rating in order to purchase such items. (encourages engagement with other mechanics) No special, really cool and awesome, blupes can be purchased, just serviceable ones and faction-specific ones. (Exceptions or RNG could exist here, though)
B) Rare weapon types and special weapon designs can only ever, forevr CODA, be found via loot/pillage mechanics.
C) Unique weapon Blupes are tied to NPCS. Because, there's fifty-eleven of the #%^%^ people and they ought to be good for something in a game with fifty-elven friggin NPCs. So:
"Lord Dirtybritches is a the Leader of a Clan that is known to have mastered the design of the dreaded ancient spear "Ear Diddler, Wrath of the North." This Lore discovery "unlocks" the possibility that by defeating this NPC or by successfully besieging this Clan's main fief, the player may gain this blueprint.
Only one of each unique item that can be blacksmithed from these recipes can exist in game. (That brings up the question of what the engine can do and what TW is able to figure out how to do, though. Some things that may seem simple are not easily possible for TW to do.)
3) Remove Blacksmithing Orders. It was a dumb thing to put in the game and whoever pushed it out the door does not deserve a paycheck for that week of "work." This is not a game about sitting around doing "Dailies" in an MMO. If they WANT to make this game more like that, they could do so and it would be a VERY different game... But, they grabbed what someone thought was a "cool idea" mechanic and did no other actual legwork to make engaging with that mechanic "fun." It's a byblow of some design fever-dream and should be excised.
4) In order to "Blacksmith" the player MUST ACTUALLY OWN A BLACKSMITHERYINESS WORKSHOP in the place where they are going to be cooking wood. Because... "Duh, WTF" is why. It's just plain stoopid that they create such a huge mechanic and continue to flounder around not-trying to use it to engage the player with "game" that can be part of "play" around it... They should ask some of the employees in the office that play "PC RPG VIDYO GAEMEZ" how to make this more betterer.
5) When the player discovers Rare or Unique Recipes, they are "stored" in a "Book." (Square paper thing with words written in it with ink, sort of like teh interwebz but not) The player MIGHT have to do something like quest or gather materials or find/buy/something in order to get/keep/maintain this "Book" thing. This book exists as an object in-game and can be lost if it is looted from the player's home fief (Another mechanic that is needed) or if they are carrying it in inventory when they loose a battle. Why? Drama, that's why, and to make the gaining of such recipes "meaningful," which is a word TW does not seem to understand sometimes. (Truth is truth, there's no shame in it) This also recons back to ancient times when smiths were known to have their "secrets." (Like Masons, but not, and other Guilds, but not)
6)Materials - Part of an issue with the engine and what can be done, but: Unique Items require UNIQUE materials. If the player can not find them, they don't get to make the thing... Sorry, them's the breaks - It means that an item recipe is a great reward to find, but the journey to obtain the item only STARTS with finding that recipe... 'Cause "reward" is "a thing" and creating "meaningful" stuffs that give that reward "value" is part of what a game-dev "do's."
Unique Materials drop as loot from factions traditionally associated with "Regions" OR as part of the loot from Bandit Camps in those regions. Only. Ever. Why? Because for goodness sake, this is supposed to be a "game" and "simulations" can actually be "games" too, not just some misguided person's notion that "sims" must be "dumb and unfun."
(Note: "Unlocks" for many things only ever happen when the player unlocks them by finding the thing... So, these special materials, for instance, NEVER appear if the player doesn't possess the blueprint/recipe that unlocks them. They would be very rare and also won't drop again after the player crafts the unique item they are associated with. Why? 'Cause "game" is why. Similar restrictions exist for other suggestions, btw.)
7) Companion Participation Trophies - No. However, and this is the "Econoimics" part: Workshop Engagement:
A) Common blupes can be used by the players Blacksmithing/Weapon Workshops to increase their money-making potential! (This leverages one game system to encourage engagement in another and such notions are part-and-parcel in RPG/Character-Building/Production/Creative/GOOD games. 'Cause duh.)
B) However, in order to produce certain ones or of a certain quality or some other meaningful varable, the Workshop Foreman/Manager/Chief Screamer must have Blacksmithing experience, which they can potentially gain over time.
C) COMPANIONS CAN MANAGE SPECIFIC WORKSHOPS TO GIVE THEM BONUSES.
But, TW's Companion System is a limp noodle, anyway, so this is as far as they could take this idea without actually revamping their Workshop system. And, that's why I think that in any sane development house where this would have obviously come up, they chose not to implement it - Doing so would mean they would have to do more work beefing up the Workshop mechanics/progression/engagement, threatening "focus." But, they don't care about focus, 'cause Blacksmithing and Dynasty and Companion and King and all the other "mechanics" that only have spray-painted billboard content instead of depth and richness stuffs...
8) No More Gifts - No More "Buy Gameplay Progression" mechanics, plskthx. It's dumb. Either do the work to put in meaningful, engaging, mechanics with depth or do sometimes harder, more difficult, work to "gamify" mechanics so that they are fun and interesting. Using currency-based mechanics, which are available everywhere in-game, to "buy" progression in other systems waters down the meaning that could be gained and that reduces reward and trivializes gameplay. TW's offices are attached to a University, IIRC, so they should attend some classes or something.
(Much more could be said, here, on this and other bits. i've got a doc i wrote up a couple of years ago I could paste... But won't, 'cause I really don't give a crap anymore - The game is not going to change at all, now. Not a bit. They just won't. So, why should I care? Seriously - why? I paid my monies, got a turd and am waiting on some random gamer dude modder to make it stop stinking one day. Why should I care about what TW does or if Bannerlord ever becomes a good game??)
This part of the game was put into the game by TW and it has been sitting there, lying on the floor, and stinking up player economics since implementation. At this point, no player can "break" the game by exploiting it because that is exactly what TW's complacency dictates their intention for the mechanic actually was - To break player economics and to allow whining adolescents with limited attention spans a way to "finance" their uber-awesome-giant party of hastily promoted units. It is "Working as intended." (I refuse to believe TW is actually "dumb," even if I believe some of the game's implementation of mechanics is "dumb." They know what they intended to achieve, here.)
It could be done.
I spent hours/days working something out in terms of designing it... BUT, it's more than just this one mechanic. To "fix" it so that it fits requires either:
1)Gamify it more - This means to rip out much of any hamfisted attempts at "depth" TW committed and simplifying it, but making it more difficult to progress, and reducing its impact outside of the player's experience/character. So, for instance, it would not be a player-economics kind of system, but would be much more like it was in Warband mods - Focused nearly exclusively on providing the player, and their companions, with gear.
2) Revamp the whole horking mess of a Workshop and Skill/Ability system. Add a revamp for TW's generic copy/paste NPC "Companion" system, too. This means a tone of work in systems outside of crafting, which could change deep interactions/game mechanics. (Needs lotsa work/testing)
I think #1 is both the easiest and best choice. The suggestions I listed could easily fit into that system with a few modifications that remove interactions outside of the player and their companion's mechanics. it could be culled quite a bit, too, and a system like was in some Warband mods could be shoehorned in.
(Engine/design limitations aren't known, so I can't say if such things could be coded without breaking the wall of the exe.)
PS Thanks for giving me the pressure-relief valve i needed, today.
Standard units are boilerplate, leader-types have their own lists, but I don't know what allowances there are for "uniques." So, while they can purchase things, I do not know how meaningful that is. I know that some players have found Lords that have their designed weapons in their equipment/loot, though.
Some blacksmithing components may not appear anywhere else. Dunno, 'cause the system makes no sense, anyway. It's too bloated and I can't believe they've made all weapons in the game some noded design build-a-block object.
I don't see why player designs and these components should ever occur outside of the player's experience. Even selling in bulk to a Market should just disappear the stuff and have it converted to currency. But, this unlocks the item so it can appear in the wild... for "reasons" that are not clear. It's just more bloat for no useful purpose other than some misguided "neato" factor. It's... junk. Even if smithed weapons can now appear across multiple playthroughs... it's just a bad idea and not well thought out, IMO. That's a lot of effort focused on little actual reward, IMO. (Much like my rambling posts. :))
Smithing doesnt bother me.
It just doesnt
It can be used as an exploit for money, but at the same time it takes some time to get going and its boring, so i dont always use it.
It does give you the best weapons though, and you can do some smithing if you have nothing else to do while in a city.
Question is how would OP rework the crafting or give examples of a game that did it better.