crafting is a drag

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Grodst
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Post by Grodst » Sat Dec 08, 2007 11:20 am

To keep this seperate from the borderline unnecessary previous one, I do like grinding out crafting to a certain extent. Most all my PD guys had, HAD I say, over 90% inscript and alchemy before becoming toast.

Must be a halfway point somewhere.
Making Enchants the right way: one noob after another tossed into the lava.

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Rusty76
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Post by Rusty76 » Sat Dec 08, 2007 11:58 am

isn't the skill % increase on PD 10 times faster than reg? That's a big difference.

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Re: crafting is a drag

Post by eggmceye » Mon May 05, 2008 12:17 pm

this thread is way too long and complex for me to read, no offence - my brain just switches off. I like short simple posts with simple answers :cool:

Have a look at this reply to the current enchanting problems:

viewtopic.php?f=3&p=56135#p56135

I'd like to apply this basic theory of fast crafting but limited by rare ingredients to weaponsmith, armourer and woodcrafting. Further to this, the items made by weaponsmith should be much more awesome and useful, if not unique or even artifact quality.

Eg 5% skill in weaponsmith makes a longsword+2 by another name. I also want to get rid of making every available weapon, and in tints. It should be a much shorter, neater list. Same goes for armourer, woodcrafting.

Comment please on this idea, don't provide details of possible crafting lists. Lets see how ench goes then I will think about the rest later.

I'd also like to add cooking, modelled on the enchanting system.

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Rusty76
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Post by Rusty76 » Tue May 06, 2008 3:00 am

Maybe instead calling a longsword +2 a longsword +2 you could use the + part as a quality rating, so a longsword +2 could be called a "fine longsword" or whatever quality rating is appropriate. Perhaps you could use the old enchanting descriptions for quality: plain, polished, shimmering, brilliant, magnificent, and flawless instead of using + and a number.

Speeding up the crafting training time and making player have to collect rare ingredients i think is a great way to improve crafting. It encourages players to hunt more and reduces the boredom associated with training crafting.

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Post by Grodst » Tue May 06, 2008 5:40 am

I'm all in favor of making Ench/WS/Cooking/WC skills faster and dependent upon hunting/questing. Not too sure the questing, but sure would like to see more playtime activity for skill gains.
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Post by BlackMage » Sat Jul 12, 2008 2:53 pm

Here's an idea I had about weaponsmithing to kind of decrease the boringness of it. I know it's probably not the best idea, and it probably won't even get a second look, but I thought I'd be able to toss it out there. Who knows? Maybe it will all get put in and a whole new flood of enchanting grinders will pop up!

Check it out here http://bubbl.us:80/view.php?sid=134288& ... UGtTUFNWSQ
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Rusty76
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Post by Rusty76 » Sat Jul 12, 2008 2:59 pm

Very nice BM, some really good ideas in there.

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Post by L1ndaP » Sun Jul 13, 2008 2:42 am

If you could do things in batches or not have to make so many, it would speed up the process for all crafting. It seems to me, the more skill you have, the faster it should go, instead of slowing down. After all your skill is improving and a sword is a sword whether small or big.

Large batch options for players that has mastered the skill.

For tailoring, maybe different types of metal studs(silver, blackrock, copper, etc) in the leather to make different types of studded leather.

Cowhides drop everytime would make it somewhat faster.

Some of the new materials could be incorporated into the crafting skills. Make the new materials findable like cloth and leather. Or you could treat the cloth, leather, or cowhides with something to create some of the new materials. You could also make new sewing threads for tailoring the new materials.
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Heikki
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Post by Heikki » Mon Sep 08, 2008 10:16 pm

Maybe new "crafter town" in maeondir with crafting quests makes crating more interesting:

Quest can be like :
- Make 100 copper longswords
- Make 500 regular mace
Or super hard like
- Make 30 BR plate legs.


Prices can be like:
- New recipies for items (Reading recipie gives item to crafting list)
- Special decorative items (Like blackrock anvil to house)
- Xp
- Gold
- New crafting tools
- Rare transferrence wand
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Heikki
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Post by Heikki » Thu Sep 11, 2008 10:55 pm

Extented quest idea:

(Modified idea from Ultima Online)

1 - Once per day (game time) player can get "order scroll" from NPC smith, armourer, tailor etc
2 - Order scroll can ask player to make for example 100 goldweave cap
3 - Player makes 100 golden caps
4 - Player drops 100 golden cap pile to ground
5 - Player "Shift + u" (use) "order scroll" to cap pile
6 - Now "order scroll" is ready
7 - Player "shift +u" scroll to npc and reward is dropped to ground


"Order Scroll" should fit your current crafting skill.

For example:
10% smith get dagger (or similar) easy order
50% smith get copper long sword (or similar) medium order
95% smith get br claymore (or similar) hard scroll

And yes.. I know that reagents for 10 br claymore is hard to get... But maybe rewards should be hard too?

Additional idea:
Maybe every crafting lists should have only only 1 item to craft at beginning ? (For example only dagger for smith)
- More recipies are gathered from quests, certain monster drops, "order scroll" rewards?
- Recipies are readed as spell tomes by players
- For example mace recipie add mace to smith crafting list
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Heikki
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Post by Heikki » Sat Sep 13, 2008 5:23 pm

Aftifact like item crafting from rare "super boss" ingrediments.

- Aftifical smith hammers, armourer hammers, pocket knifes should be one use and rare drop as transferrence wands..
Maybe even 5 x more uncommon than x-fer wand?
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Post by Keighn » Sun Sep 14, 2008 2:09 am

Ah Heikki I love the way you think about crafting. What would a tinted or blackrock anvil do? I still think a portable anvil that someone can pack would be a nifty idea (perhaps a graphic is needed to distinguish it from a regular anvil. Portable anvils could be tinted as well, but again I don't know exactly what one would do.).

The questing to make items or collect reagants is extremely AWESOME. It makes me think quite a bit of the Arena Games (Arena, Daggerfall, Morrowind, etc.). There is another thing that I'm rather confused about and that is the selling of regular items. You used to be able to sell any item or crafted item. Sure the possibility of attaining great wealth is out there but the person still has to spend all that time crafting the items. The economic market of sales needs to be tweaked (or has it been redone already since I left)? What is the ratio for selling items 1/3 1/2 1/4 of the buying price? I think items may need to be reevaluated on prices and rareness. What townes sell should probably be rechecked as well. Personally, I think too many townes offer the same thing and some townes don't offer things that they should considering their proximity to certain areas and their history.

I don't want to make a long post that is skipped over so I'll stop there.
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Heikki
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Post by Heikki » Mon Sep 15, 2008 6:11 pm

What would a tinted or blackrock anvil do?
Just different look. (House decorative item for item collectors :P)
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Heikki
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Post by Heikki » Mon Sep 15, 2008 6:36 pm

I think players should get carpet of flying from somekind tailor quest.
I thought egg said someday that carpet of flying is in , but he have not decided how to get it... Or am I wrong?

So here is my idea...
Get carpet as craftable AND quest item.


To get carpet of flying player need:

- To obtain and complete quest for skill "flying airbornal" (skill like bash, back stab etc.)
- Kill specific "super boss" for ingredient "thread of flying" and kill other "super boss" for iingredient "elixir of flying"
- To make carpet player need something like 90-100% tailoring skill, "thread of flying" and "elixir of flying" (Even more ingrediments??)
- Flying persmisiion certificate for 500k-1.5m gold or real $ for egg (As in rideable drake idea)
Last edited by Heikki on Tue Sep 16, 2008 9:57 pm, edited 2 times in total.
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Heikki
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Post by Heikki » Mon Sep 15, 2008 7:08 pm

First of all... These wands should be super rare (To not flood game with uuber items... But allso worth of hunting X) )

New transferrece wand like wands:

Tinting wand:
- Change tint on item
- Rare drop
- One use
- HIGH chance to break item
- Need additional skill (For example: Using blackrock tint wand on staff needs: skill on enchanting AND skill on woodcrafting)

Combination wand:
- Combinate 2 item (same +).. Forexample combinate 2 x +25 stat item --> onew +26 item
- Rare drop
- One use
- HIGH chance to break item
- Need additional skill (As above)

Recreator wand:
- Makes 2 spell enchanted weapons to one random spell enchanted weapon
- Rare drop
- One use
- HIGH chance to break item
- Need additional skill (As above)

Maybe these wands allso courages players to train skills?? :P :P
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