Mythos Zone 3 Interview

RPG Vault was able to track down Flagship Studios’ Travis Baldree for a three-page interview concerning the latest additions to Mythos.

Jonric: How does the crafting system work? How important do you intend it to be within the game economy and the overall play?

Travis Baldree: Mythos crafting system is about avoiding grind, and differentiating yourself as a crafter. Players can create all of the armor and weapon types available in the game, as well as some consumable items like bandages, potions, and grenades. Instead of advancing through repetition, we use a skill tree-style system, where you receive points at level up and through completion of crafting guild quests. These points are spent to gain levels in crafting specific article types, as well as to customize the effects available on those items.

Mythos uses a unique risk system for crafting, whereby individual properties can be modified by incurring an increased danger of failure. So, I might be a crafter who can make extremely fast swords, where you might have focused on damage, random enchantments, or improved Heraldry socketing – or all three. You can learn recipes from a crafting trainer, or find them as drops.

We’d like crafting to be a big part of a game, and are attempting to make it something that you can easily dip into through regular play. We have a lot of ingredients spread out among different types, with refinement of those ingredients as well. We don’t think crafting will really come into its own until we have our marketplace online, and are really looking forward to seeing how that will work out. In the interim, we have lots of balancing and tweaking left to do.

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