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The Repopulation Wiki
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Crafting
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Crafting
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==Crafting process== In most MMOs crafting is done by selecting a recipe, hitting a button, waiting on the progress bar, and then collecting your result. Since you must increase skill by doing easier recipes, you generally produce many of the same items repeatedly. Because these items do not have much demand, they wind up getting sold to a vendor, or even destroyed. While a typical crafting tree might have 100 recipes in most games, most of those recipes are the same as the previous tier, just with a higher tier ingredient. For example, rather than using Copper Ore and a Pants Pattern you now use Silver Ore and a Pants pattern. Our goal was to provide a robust crafting process that is easy to learn, but at the same time allows crafters to differentiate themselves from one another. You may obtain a recipe within your first few minutes of gameplay, and that same recipe could still be useful two years down the road. This works by requiring a generic ingredient such as Tissue, and then allowing players to fill its requirement with any of dozens of types of Tissues, each producing different results. The recipe might focus on creating a damage fitting, but based on the ingredients it could adjust how balanced the fitting is, add certain types of damage, or adjust the level required to use the fitting. Results can also change based on the grade result, allowing for a totally different result from C to B, or B to A as well. Recipes are made up of one or more Ingredients and one or more Agents. Ingredients are the main "filters" for creating a recipe. The result of the recipe can change based on the Ingredients used. Ingredients are not consumed until after the whole process is finished. Agents have a smaller role in the process, but are burned through on each step. Agents primarily impact the quality of the end result in a minor fashion, where ingredients have a larger effect. Each recipe has a set number of steps, and during each step there is a chance for an event. Events occur randomly during a crafting session and can have a positive or negative effect. You can alter the result based on how you respond to these events. Crafting tools come into play here. Crafting tools impact which events will occur, and how you can respond to them. All events have a 'no consumption' option where no item is consumed and the event is skipped over. Each event has at least one other option that requires an item to be consumed. This will produce two different results based on if it succeeds or fails. Some options require a specific tool of a certain quality to successfully chosen, as well. Crafting events can be positive (such as an increase in total grade), or negative (reduction, lost a step, or even a total failure). Players are presented with risk/reward options, and can make their own decisions on if the rewards outweigh the risk.
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