Berzerker Jay
It occurred to me that one of the primary ways smithing feels broken to me is probably a simple and natural fix. The problem I'm talking about is that it happens instantaneously, even with producing many complex items all at once. They are created all at once, in that instant.
Now consider this -- what if each action took a certain amount of time, based on the difficulty and the smith's skill-level? Maybe there could be a certain amount of time that each tier-level for each part takes, totalled up for how long it will take to create that item. Then once the smithing starts, the time rolls forward until that's completed and the smith can start a new project.
Of course, we may have multiple smiths who could be working simultaneously (or maybe smithies could be upgradeable, and be able to accommodate a certain number of smiths at a time based on the upgrade level of the town project) and so where we select them by their portraits it could show with a symbol whether they are already assigned. Then once the desired or allowed number of smiths are assigned to projects, the player can click done and the forging, smelting, and refining begins.
I think this alone may help resolve a significant chunk of the system. Beyond that I'd like to see failures be much less effective and less valuable. A badly crafted sword will be unwieldy and might not even be able to properly control its edge-alignment. It could even break on first use, but that may involve a whole other can of worms.
Now consider this -- what if each action took a certain amount of time, based on the difficulty and the smith's skill-level? Maybe there could be a certain amount of time that each tier-level for each part takes, totalled up for how long it will take to create that item. Then once the smithing starts, the time rolls forward until that's completed and the smith can start a new project.
Of course, we may have multiple smiths who could be working simultaneously (or maybe smithies could be upgradeable, and be able to accommodate a certain number of smiths at a time based on the upgrade level of the town project) and so where we select them by their portraits it could show with a symbol whether they are already assigned. Then once the desired or allowed number of smiths are assigned to projects, the player can click done and the forging, smelting, and refining begins.
I think this alone may help resolve a significant chunk of the system. Beyond that I'd like to see failures be much less effective and less valuable. A badly crafted sword will be unwieldy and might not even be able to properly control its edge-alignment. It could even break on first use, but that may involve a whole other can of worms.