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 Post subject: My craft list
PostPosted: Tue Oct 19, 2004 10:33 am 
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Location: New Zealand
Code:
Smithing.............. 100.00% Woodcarving........... 100.00%
| Metal Jewellery..... 100.00% | Armors.............. 100.00%
| | Templas........... 100.00% | | Bracers........... 100.00%
| Metal Weapons....... 100.00% | | Shields........... 100.00%
| | Swords............ 100.00% | | Helmets........... 100.00%
| | Daggers........... 100.00% | | Cuirasses......... 100.00%
| | Talons............ 100.00% | | Boots............. 100.00%
| | Exotics........... 100.00% | Weapons............. 100.00%
| Metal Armor......... 100.00% | | Staves............ 100.00%
| | Bracers........... 100.00% | | Blowguns.......... 100.00%
| | Cuirasses......... 100.00% | | Bows.............. 100.00%
| | Helmets........... 100.00% | | Clubs............. 100.00%
| | Boots............. 100.00% Leatherworking........ 100.00%
| Miscellaneous....... 100.00% | Weapons............. 100.00%
| | Craft Tools 1..... 100.00% | | Whips............. 100.00%
Enchanting............ 100.00% Tailoring............. 100.00%
| Jewellery........... 100.00% | Clothing............ 100.00%
| | Earrings.......... 100.00% | | Shirts............ 100.00%
| | Anklets........... 100.00% | | Robes............. 100.00%
| | Templas........... 100.00% | | Cloaks............ 100.00%
| | Bindis............ 100.00% | | Skirts............ 100.00%
| | Bracelets......... 100.00% | Miscellaneous....... 100.00%
| | Necklaces......... 100.00% | | Pet Collars....... 100.00%
| | Rings............. 100.00% Foraging.............. 100.00%
| Weapons............. 100.00% | Plants and Flowers.. 100.00%
| | Swords............ 100.00% | | Cotton............ 100.00%
| Armors.............. 100.00% Expert................ 100.00%
| | Cuirasses......... 100.00% | Enhancing........... 100.00%
Stonecarving.......... 100.00% | | Sharpening........ 100.00%
| Weapons............. 100.00% | | Reforging......... 100.00%
| | Hammers........... 100.00% Cooking............... 100.00%
| | Axes.............. 100.00% | Drinks.............. 100.00%
| | Maces............. 100.00% | | Juices............ 100.00%
| | Projectiles....... 100.00% | Dishes.............. 100.00%
| Figurines........... 100.00% | | Mashing........... 100.00%
| | Figurines......... 100.00% Woodcutting........... 100.00%
| Furniture........... 100.00% | Wood................ 100.00%
| | Easels............ 100.00% | | Jungle............ 100.00%
| Miscellaneous....... 100.00% | | Temperate Forest.. 100.00%
| | Mortar and Pestle. 100.00% | | Dark Forest....... 100.00%
Refining.............. 100.00% | | Enchanted Woods... 100.00%
| Stonecutting........ 100.00% Salvaging............. 100.00%
| | granite........... 100.00% | Skinning............ 100.00%
| Tanning/Weaving..... 100.00% | | Scales............ 100.00%
| | Cotton............ 100.00% Fishing............... 100.00%
| | Scales............ 100.00% | Fishing............. 100.00%
| Hewing.............. 100.00% | | All Fish.......... 100.00%
| | Wood.............. 100.00% | | Sea Fish.......... 100.00%
| Smelting............ 100.00%
| | bronze............ 100.00%
Mining................ 100.00%
| Stone Mining........ 100.00%
| | shalestone........ 100.00%
| | limestone......... 100.00%
| | granite........... 100.00%
| Ore Mining.......... 100.00%
| | bronze............ 100.00%

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Kiasyn Kelle


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 Post subject:
PostPosted: Tue Oct 19, 2004 10:46 am 
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Wow. 100% in bronze.

And 100% in figurines, easels, and mortar and pestles....

How thoroughly useless.

But I'll give you props for your creative uses of triggers and idling.


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 Post subject:
PostPosted: Tue Oct 19, 2004 10:49 am 
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well im the ONLY ONE IN ALORA that can make high qual easels and mortar and pestles :P plus i was bored :/

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 Post subject:
PostPosted: Tue Oct 19, 2004 11:15 am 
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maybe you're the only one... but who the hell is gonna buy that junk? :P


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 Post subject:
PostPosted: Tue Oct 19, 2004 11:28 am 
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Wait till the herblaw or something is introduced and you can build powerful meds with exceptional mortars and pestles only...

:roll:


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 Post subject:
PostPosted: Tue Oct 19, 2004 7:40 pm 
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haha cant wait so we dont need to read snide comments :)

either way, if i buy some of that junk kia, i expect a discount on the useless
:shock:

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 Post subject:
PostPosted: Tue Oct 19, 2004 9:24 pm 
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I especially like how you have more than one account.


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 Post subject:
PostPosted: Wed Oct 20, 2004 10:15 am 
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Me too... in fact, thats my fave part weems :)

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 Post subject:
PostPosted: Thu Feb 24, 2005 6:32 pm 
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Location: The Garrison at Hammerford, Hammerford Alora
so you have 100% in 4 categorys where you can only have 100 in one normally?
is that because of your alts or did you cheat? :wink:

like i can only have woodcutting 100% in one forest, he has all 4 100%

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 Post subject:
PostPosted: Fri Feb 25, 2005 4:00 am 
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Alts

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Kiasyn Kelle


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 Post subject:
PostPosted: Fri Feb 25, 2005 8:26 pm 
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Crafting on DL is lame. Simply because it takes little or no skill. Granted, it takes knowledge, but ultimately it's trigger driven and FUBAR.


Last edited by Jorelani on Tue Mar 01, 2005 3:52 am, edited 1 time in total.

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 Post subject:
PostPosted: Sun Feb 27, 2005 9:08 pm 
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Location: some where behind the washer
i have sevral crafts done so far and i would like you to know that not everyone uses triggers. im not alloud to download anything on to my computer meaning i have to use my browser to play dl and i dont have any actuall mud clients so far i have greaves templas axes gauntlets and cloaks done or almost done. so..... just wanting to let you know that some of us are honest.


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 Post subject:
PostPosted: Sun Feb 27, 2005 9:25 pm 
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Shana, using triggers is not dishonest as long as you are sitting at your computer while using them. It is unfair of you to call the people that do make crafting triggers dishonest. Just my two cents worth when I usually remain quiet.


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 Post subject:
PostPosted: Tue Mar 01, 2005 4:23 am 
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I shouldn't just diss DL's crafting, so here's a compliment:

The design of DL's crafting is theoretically sound, very basic (which is good), and balanced (as far as the sub-system goes).

It is however, not complimentary to existing game design. It's implementation is lacking. But that's my opinion.

Mining:
It would help that the mine is more than one mine, and a little more diverse. That is to say, split them up into smaller ones, spread them out, each offering specific types of rewards.

Resource gathering:
You can't defeat triggers when it comes right down to it.

Personally? I say the solution is a global market. The MUD sells resources. It can also keep prices under check using supply:demand. Players could sell raw materials to the market to help the next restock and for cash. If people fill the market with uncut lumber, they'll be getting a single gold for each piece. Why bother gathering more?

Work with it. DL's stated something about nations. Why not have many markets going for each town? Each guild?

As of right now, everyone can get ahold of unlimited resources (and craft everything). It just doesn't work.

PLZ FIX DL!! *cries*


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 Post subject:
PostPosted: Tue Mar 01, 2005 7:16 am 
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since when did this turn into a thread for suggesting changes about crafting? :(


Oh and before suggesting new things maybe you should see the current game situation by actually playing? O-o

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 Post subject:
PostPosted: Wed Mar 02, 2005 7:50 am 
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Should I post mine? Because, how's that actually discussing crafts?


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 Post subject:
PostPosted: Sun Mar 20, 2005 8:49 pm 
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Jorelani wrote:
Crafting on DL is lame. Simply because it takes little or no skill. Granted, it takes knowledge, but ultimately it's trigger driven and FUBAR.


Despite your next post...like you stated, this is just your opinion. But people have spent years mastering their crafts/enchants. Lame? Not at all - crafts are easily adepted by triggers, but not all of them. Enchanting? Takes a LONG time unless you are enchanting jewellery. Give the crafting system some credit.

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 Post subject:
PostPosted: Sun Mar 20, 2005 9:25 pm 
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Jorelani wrote:
The design of DL's crafting is theoretically sound, very basic (which is good), and balanced (as far as the sub-system goes).


No, it's not. Theorectically as you stated, it's not. The idea of adepting the crafts are out of order - for example. Salvaging is by far harder than any of the other crafts, yet in reality, it should be the easiest. Whittling? It's too easy. Theoretically, whittling is extrememly difficult. Processing gems? Takes years of training to master how to cut them. So, no it's not balanced.

Jorelani wrote:
Mining:
It would help that the mine is more than one mine, and a little more diverse. That is to say, split them up into smaller ones, spread them out, each offering specific types of rewards.


I actually like how the mine is set up now. There is plenty of room for everyone and if we make them in increments, then perhaps we run into the problem of people bumping into one another again. However, adding more rewards, well not a bad idea. But there are rewards - chests, secret rooms.

Jorelani wrote:
Personally? I say the solution is a global market. The MUD sells resources. It can also keep prices under check using supply:demand. Players could sell raw materials to the market to help the next restock and for cash. If people fill the market with uncut lumber, they'll be getting a single gold for each piece. Why bother gathering more?


This has been the subject of topic before. People do sell resources, but for it to really be worth their time - they would have to sell the resources at a cost that players don't really want to pay for. Why? Because most are well aware of the millions that players have and frankly, why should one have to waste their time doing the work unless you are going to truly pay for the hard work? They know you have the money, so they are increasing their prices. I admit, I have as well. And even when the new patches come in, I don't see prices changing because millions are still out there.

Surprisingly...the goal of the mines was so there would be plenty of room for all the miners. I don't see a lot of miners. Since the chests were fixed in the mines, the rate of miners has dropped drastically.
This is what I witnessed - an average of ten people were in the mines when chests were abundant. Now, the average is 4-5. This proves my pt from what I posted a long time ago about people who were just going in the mines - not to mine, but to grab the chests ;)

Jorelani wrote:
Work with it. DL's stated something about nations. Why not have many markets going for each town? Each guild? ?


Would be an awesome idea - but very few people want to mine anymore for reasons already stated above and mines aren't completely fixed yet.

Jorelani wrote:
As of right now, everyone can get ahold of unlimited resources (and craft everything). It just doesn't work.


Actually, the amt of resources one could mine up has been decreased before you posted this message.

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 Post subject:
PostPosted: Sun Mar 20, 2005 9:32 pm 
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Kiasyn, there is NO way you adepted all that via all the alts given on one account. Secondly, that isn't fair. If you have more than one account, people should be allowed a second one as well. :wink: Okay, so you were GIVEN the account by someone else, so what? I'll go have a family member make an account, give it to me...and voila =P No, I won't do that...but not fair.

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 Post subject:
PostPosted: Sun Mar 20, 2005 9:43 pm 
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it's a problem known as account sharing, where players don't give a crap who has their account (up until it gets deleted, then they come to me saying they had no knowledge of it.. but thats another rant for another day...)
so it would be like you giving me your account, still playing it, perhaps not often, but often enough to make a stink if i were to disable it.

so, thats where the caretakers get stuck

Players with more than 1 account should not advertise it however, as it creates distrust and scorn.


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 Post subject: account sharing
PostPosted: Sun Mar 20, 2005 9:47 pm 
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I say you guys just remove the account sharing ability completely. It is not needed, 99% of other muds don't use it, and it just makes things unfair for people.


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 Post subject:
PostPosted: Sun Mar 20, 2005 11:34 pm 
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Nellwyn wrote:
Actually, the amt of resources one could mine up has been decreased before you posted this message.


How so? As long as resources renew themselves and everyone can get them, it's naturally unlimited. Just because one can only get so much in one spot (reduced or not) it simply keeps coming every day. It merely takes more time than before, but it's still the same principle.


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 Post subject:
PostPosted: Mon Mar 21, 2005 1:20 am 
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Jorelani wrote:
Nellwyn wrote:
Actually, the amt of resources one could mine up has been decreased before you posted this message.


How so? As long as resources renew themselves and everyone can get them, it's naturally unlimited. Just because one can only get so much in one spot (reduced or not) it simply keeps coming every day. It merely takes more time than before, but it's still the same principle.


so what are you sayin? we should mine 200 copper one day and then never mine any again...

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 Post subject:
PostPosted: Mon Mar 21, 2005 1:33 am 
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Finally, a decent rhetorical question.

No. It works that way in the real world, but wouldn't work in a game environment.

I said earlier the influx of resources should be controlled, rather than letting players sit there hours on end picking up everlasting resources day after day.

Solution? Depends.

Maybe make it so one spot won't respawn items for a week?
Maybe make it so one has to recycle existing items for small bits at a time?

Just a couple of possibilities. Something other than what's present is preferable.


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 Post subject:
PostPosted: Mon Mar 21, 2005 1:46 am 
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a single 'spot' as i remember, respawns stone for a few days, before respawning any 'useful' resources.

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Kiasyn Kelle


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