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Poll

Gift of Hedone: On the go vs Village Crafting

  • Option 1 18
  • Option 2 0
  • Option 3 28
  • Option 1 & 2 Together 2
  • Option 1 & 3 Together 44
  • Option 2 & 3 Together 9
  • All 3 Together 27
  • 2025-09-16
  • 128 votes
{'title': 'Gift of Hedone: On the go vs Village Crafting', 'choices': [{'text': 'Option 1', 'votes': 18}, {'text': 'Option 2', 'votes': 0}, {'text': 'Option 3', 'votes': 28}, {'text': 'Option 1 & 2 Together', 'votes': 2}, {'text': 'Option 1 & 3 Together', 'votes': 44}, {'text': 'Option 2 & 3 Together', 'votes': 9}, {'text': 'All 3 Together', 'votes': 27}], 'closes_at': None, 'created_at': datetime.datetime(2025, 9, 16, 7, 54, 32, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 128}

Content

Hello you Delicious Deviants,One thing I have been thinking about is crafting, whether that be potions or gear when you are out in the wild, not near a village.Currently, I'm undecided, as I want to keep an importance on visiting the towns and the local vendors for crafting - but I also understand from a gameplay perspective that could get annoying going back and forth.So, these are my current thoughts on how to solve this conundrum

Option 1 - It requires more resources when you are out in the wild compared to the village

Option 2 - Maybe gear or potions have a guaranteed negative effect/debuff on them (so you may create a health potion, and it also temporarily lowers attack, or the gear, has a negative impact on one of the stats) HOWEVER - you would be able to cleanse these negative stats in the village

Option 3 - the things you craft are slightly less efficient (so a health potion may only restore 85% of what it says it does, or a weapon that does 100 damage, would only do 85% so 85 Damage (But similar to option 2 - you could correct the debuff in a village)

These are the 3 I was thinking of, but I am open to suggestions, feedback, or questions as maybe I explained myself poorly

Comments

Spr1tGaming TTV

I feel like crafting gear should only be available in a village in a forge or its respective workbench while healing potions are available to be made outside said village but they are only the very basic healing potions, assuming you do make different tiers of healing items, if not then healing potions made out in the wild cost more, has a chance to fail when crafted, and also heal less respectively, then you can talk to a alchemist to "Fix" ur healing potions

Sowac

I think paying a higher price is a reasonable solution for not travelling back and forth. Having a debuff is quite a big penalty. Having a less efficient iten works as an incentive to do it in a village, but not that much really. Loads of games have that you need to make certain stuff in villages because otherwise there isn't much of a point in visiting them, so I don't really find that a negative thing to have. It makes the game slightly more realisyic and makes the player also strategize a bit more and having to prepare

Aaron

Higher cost would make sense maybe with not as effective things as you might not have the ideal tool set up on hand for crafting a lot of this so it probably wouldn't be as effective

Brantas

I share a similar sentiment. In the wild, you might craft or use stuff like bandages or whetstones, and rather than being less effective, they would be capped to a certain degree. Healing only up to 80% as an example so you run from them much quicker. In that scenario, specific resistance potions or consumable items that are necessary to defeat more difficult enemies need to be prepped by visiting towns or other NPC hubs.

nsfwpixels

I really appreciate the feedback and input both of you, definitely something for me to consider, thank you so much :)

nsfwpixels

Thank you so much for the feedback Sowac, I really appreciate it you taking the time to share your thoughts :)

nsfwpixels

Thank you so much for your input Aaron, it means alot! :)

Henry

Why not make it so, that o the fly out in the wild. you can only craft a few basic items to survive and these with reduced stats. That way, you can survive but you are nudged to craft in town.

nsfwpixels

Hey Henry, I really appreciate the suggestion, and input - its definitely something i need to consider :)

Leon

I agree with a lot of others here, crafting on the go shouldn't be limited (for the most part) for consumables specifically. Potions (health, resistance, buffs, etc.) should be able to be made at any time. Having to grind for certain items to prepare for a tough fight, just to have to travel all the way back to a village, then all the way back to your destination will inevitably cause a 'feels bad' moment to occur at some point for most players. The witcher games (Witcher 3, specifically) does a great job with this. Would definitely look into the game if you haven't before to get inspiration! The village should be more for character progression growth/bonuses. Using the forge to increase gear, spell books to increase spell potency/levels/learn new spells or skills or talents or what have you, using milk maidens for buffs/knowledge, etc. Most open world games use this formula, and I don't think you need to reinvent the wheel in this case. Just make sure it's smooth, not too much friction between grinding & character growth, but just enough so that it feels progression was earned. Do this, and you'll be in a better position than 80% of games!

nsfwpixels

Thank you so much much for all your feedback, its funny you should mention Witcher 3 - its actually my favourite game haha. But you raise some really valid points - I am already rethinking this system. I do want there to be some slight difference between in town and journeying crafting - but you raise a great point to ultimately so long as it doesnt become a burden on the player.