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    Crafting

    Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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    • J
      JoeKickAss @Echo
      last edited by JoeKickAss

      @Echo said in Crafting:

      Crafting does not suit all concepts. If your concept/play style is short-term/"flash-and-burn" sorts, then perhaps crafting is not best way for your character to spend time. If your concept/play style is more slow-simmer/long duration sorts, then crafting may be worth investing in.

      That's fine, and this is as it has been in the past. However, if the only way to get any decent armour/weapons is going to be through crafting, and not through story progression (e.g., faction promotions, DM events), as has been the case in the past, then crafting has to be made simpler and quicker and actively encouraged since "flash-and-burn" concepts still need kitted out.

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      • EchoE
        Echo
        last edited by

        You dont get better gear with a faction promotion? Since when?

        "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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        • J
          JoeKickAss @Echo
          last edited by

          @Echo said in Crafting:

          You dont get better gear with a faction promotion? Since when?

          Just heard rumours. Still think crafting should be a bit less grindy, but reassuring to hear none-the-less.

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          • EchoE
            Echo
            last edited by

            @HellzYeah I met you halfway.

              int nEffDC = (((10 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
            

            We'll try it like this for a while to see how it does. Lowering/raising can be determined after a few weeks of trials.

            "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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            • Bibi the AlienB
              Bibi the Alien
              last edited by

              if you allow me these though.. i have been crafting crazy with my 3 last charracter, and all three train up to master level in smelting, weapon and armor craft, enchanting and gem crafting...

              i personaly believe the system near perfect... becomeing a crafter of my skills should take lots of time... i personally draw pen and paper since i am a wee kid.. and 40 years later i still not yet a master of my own craft... i am good.. but not that good..

              there is of course some part that can be ameliorated, but the overall, i believe is good also if you play a feeble wizard and wish to mine.. change job... cuz a wizard isnt supposed to be good at mining... just by logic...

              i will admit playing a cleric make mining easier and crafting because the buff on stats... but keep in mind, even though i have use all my power and tools possible to achive high level of crafting , it did take a lot of time and many night of just doing that .. mining and crafting.. which again.. is logical i believe, ina magical world.. ( that doesnt make sense but you understand what i mean .. right)

              "You re a spherical bastard, from any angle i look at you, you re still a bastard"
              -MaZrim Tel' Leni'Star, black archer, FD
              -Zard Met-Tel Anunduin, Lonewolf, soon to retire
              -Selzouk Saidraceenee Tiamak, Cleric of the Seldarine - MAIN

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              • EchoE
                Echo
                last edited by Echo

                @Bibi-the-Alien said in Crafting:

                becomeing a crafter of my skills should take lots of time

                I agree, and it will still take time, but this was a point of concession the Team was willing and able to make in listening to our players.

                This does not apply to mining or gathering, but only of the DC for the recipes. So theoretically (granted my math sucks) if the old % success rate was 60% on a recipe, it will now be 65% for that same recipe. This also means you get less XP per item, since XP is granted on your success % chance on a recipe.

                "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                • J
                  JoeKickAss
                  last edited by JoeKickAss

                  My main issue with crafting is limitations of it. My favourite loot is DM loot. I had a cross that stole memories, talking swords, cursed items, contraband, etc - these are still going to be the funnest loot in the game. We can see the player economy is dead aside from some wands and potions. This is because it is just too much to make weapons 24/7. No storage, etc.

                  Having said that, allowing players to craft something similar to bloodstones would improve things

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                  • EchoE
                    Echo
                    last edited by Echo

                    Strife is working on the future of the imbuing system.
                    Crafting magical items (like wands, bloodstone-type things, etc) will likely not be part of the CNR crafting system as it requires additional scripting that does not fit with the current system.

                    The point of this was that I was listening to people who said "Crafting is too hard" and I tried to make it a little easier.

                    Crafting DOES have limitations. Everything does. Crafted gear will never be as good as DM loot. If your favorite stuff is DM loot, then maybe crafted loot isnt for you.

                    "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                    • J
                      JoeKickAss @Echo
                      last edited by JoeKickAss

                      @Echo said in Crafting:

                      Strife is working on the future of the imbuing system.
                      Crafting magical items (like wands, bloodstone-type things, etc) will likely not be part of the CNR crafting system as it requires additional scripting that does not fit with the current system.

                      That's fair enough, also I read Prof's post about items.

                      The old version had a relatively simple system to make bloodstones (I think infernal stones) though and you basically got one infernal stone (3 charges of shield, iirc) per vial of blood you gave at an altar.

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                      • EchoE
                        Echo
                        last edited by Echo

                        We will not have bloodstones.
                        Other stuff is being discussed by the development team.
                        If you have suggestions for the CNR system, I will gladly read them. They may or may not be implemented. Please make suggestions in their own thread.

                        "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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