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 Post subject: Economy Changes - crafters take a peek please! {Revision 2}
PostPosted: Sun Mar 27, 2005 4:10 pm 
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Heya guys. :)

I'm almost done with the general Economy changes, and now its time for me to get to work on crafts. Since I'm going to work on crafts anyway, I decided to include some ideas to un-fuzzyfy things.

I'm very interested in your opinions and ideas. I especially want to hear from crafters. Need your help in figuring out the weak points in this design.

I just want to repeat, this is draft-draft-draft. Trying to get you guys involved as early in the process as possible, so just quote this bit to anyone who starts to rant. ;)

oh, and sorry for the long and possibly unstructured text. ;) If you have any questions, just ask.
Code:
ON CRAFTS, GENERAL: 
         
  On learning/unlearning crafts:
    - You learn any craft for a few copper from a NPC craftsman.
    - You learn a specialisation for one Mitril coin from a craftsman.
      Each specialisation you learn after that costs two Mitril coins
      and so on.
    - You learn a mastery for five Adamantium coins from a craftsman.
      Each mastery you learn after that costs ten adamantium coins and
      so on.
    - You can unlearn your specialisation, causing you to loose both your
      specialisation and your mastery. You can also unlearn your mastery.
      Note that this doesn't reset the mastery and specialisation skill
      buy cost.
    - PRE-PATCH crafters instantly gain their specialisations and masteries
      based on their percentage. A 100% percentage currently trades in for
      level e300 in your chosen craft.

On crafting levels:
    - All crafts will work with levels.
    - Like normal levels crafting levels will be advertised on your score/whois.
      So you could be a Level 20 wizard/20 blacksmith, a level 5 rogue/35
      weaponsmith, or an e10 swashbuckler/e 50 swordmaster.
    - You level a craft by using it. :P

On crafting costs:
   - All crafting items require half the objects normal price in coins.
   - The rest is supplied by resources, parts, and reagents. 

Differences with pre-patch:
   - All crafted items bind-on-wear
   - Anything you can craft, you can craft without failing.   

CREATION CRAFTS:
         
- Crafting allows:
   - A level in your craft.
   - Crafting ITEMS up to uncommon quality.
   - Crafting ITEMS up to your craft level.
   - selection of 1 Specialisation (at craft level 30)
   - Reverse engineer ITEMS up to common quality into a blueprint. (see below)
   - Refactoring ITEMS up to common quality. (see below)
   - Stripping ITEMS up to common quality with more success. (see below)
   
- Specialisation allows:
   - Crafting a SUBSET OF ITEMS up to rare quality.
   - Crafting a SUBSET OF ITEMS up to your craft level.
   - selection of 1 Mastery (at craft level e1).
   - Reverse engineer SUBSET OF ITEMS up to uncommon quality into a blueprint. (see below)
   - Refactoring SUBSET OF ITEMS up to rare quality. (see below)
   - Stripping SUBSET OF ITEMS up to rare quality with more success. (see below)
     
- Mastery allows:
   - Crafting a SPECIFIC ITEM TYPE up to artifact quality.
   - Crafting a SPECIFIC ITEM TYPE up to your craft level.
   - Reverse engineer SPECIFIC ITEM TYPE up to rare quality into a blueprint.(see below)
   - Refactoring SPECIFIC ITEM TYPE up to artifact quality. (see below)
   - Stripping SPECIFIC ITEM TYPE up to artifat quality with more success. (see below)
       
       can craft            can craft
   Craft Rank    Example    with common parts    With rare parts
   :::::::::::: ::::::::::: :::::::::::::::::::  :::::::::::::::
   Common        All metal  up to Common         up to Uncommon
   Specialised   Weapons    up to Uncommon       up to Rare
   Mastery       Swords     up to Rare           up to Artifact
   
On item Stripping:
   - Item stripping gives you a SMALL chance of retreiving a re-usable part of an item.
   - You will only be successful at stripping those parts relevant for your crafts.
     So someone without enchanting wont be extracting any enchanting tokens, likewise,
     someone without mining wont be restoring any ingots.
   - Your success is defined by your combined crafts. For example, A miner+swordmaster
     will have a higher success rate at retrieving ingots from swords than shields.
   
On item Refactoring:
   - Improves one item by upgrading its material up to to one category better.
   - Refactoring costs half the items value in coins, and 1.5 times its crafting
     resources.
     
On crafting blueprints / reverse engineering:
    - For all your creation crafts you need blueprints.
    - Blueprints do not wear out.
    - Blueprints exist for all items in the game.
    - Shops bear blueprints.
    - Monsters pop blueprints.
    - Quests bestow blueprints.
    - Crafters can reverse engineer non-crafted-items into blueprints.
    - Blueprints are stored in a blueprints book on your waist     
    - Blueprints bind-on-wear (when placed in blueprints book)
    - Reverse-engineered blueprints are bind-on-touch
    - Quest rewards CANNOT be blueprinted.
             
On sharpening
  - Sharpening becomes part of the stonecarving skill. You will be able to
    craft weighstones and grindingstones which players can use to sharpen
    their items.
  - Weighstones and grindingstones can be used on weapons of their relative
    level. (So e10 weighstone can be used on lvl 1-e10 weapons).

HARVESTING CRAFTS: (Mining, Woodcutting, Salvaging, Fishing, Skinning, Foraging)
 
- Harvesting allows:
   - A level in your harvest craft, which defines gather speed.
   - Low quality harvesting of BASE RESOURCES.
   - selection of 1 Specialisation (at harvesting craft level 30)
   - Stripping items of BASE RESOURCES with more success.
   - 1/1 resource return when processing.
   
- Specialisation allows:
   - Gaining access to AN EXTENDED SUBSET OF RESOURCES.
   - Mastery skill level of this specialisation (at craft level e1).
   - Stripping items of AN EXTENDED SUBSET OF RESOURCES with more success.
   - 2/1 resource return when processing.
     
- Mastery allows:
   - Gaining access to A SPECIFIC RESOURCE.
   - Stripping items of A SPECIFIC RESOURCE with more success.
   - 3/1 resource return when processing.
   
For example, take Teluth, a master in meteorite mining.
  His 'Mining' base craft allows access to a small number of mining materials,
  like iron, copper and carnalian.
  His specialisation in ore mining allows access to silver, gold, and mitril.
  His Mastery in ore mining allows access to meteorite.
 
On Fishing:
- I see no need to change this, so other than remapping the craft percentages
   to levels it will probably function exactly the same.
 
On Foraging:
- What an absolutely weird craft. Specialising in worm foraging. @_@ What
   was I thinking.
   
On Skining/Salvaging:
- Raw Bones and Leather will probably be categorised so they scale properly
   with metal alternatives.
   
On Cloth:
- More Cloth variants will be made available to scale properly with cloth
   alternatives.   
   
ENCHANTING:

Enchanting cost:
   - Enchanting requires 10% the objects normal price in coins.
   - The rest is supplied by parts and reagents. 
   
On enchantments:
   - Enchantments are used by an enchanter to enchant an item.
   - Enchantments can contain more than one effect:
       (Example Level 1 Enchantment: 'Power of the Orkieporkie', +2 STR, +5 HP, -50 MANA)
   - Most enchantments are wear-loc specific.
   - Enchantments do not wear out.
   - Shops bear enchantments.
   - Monsters pop enchantments.
   - Quests bestow enchantments.
   - Enchantments are stored in a codex on your waist.
     
On item enchant space:
   - Items are limited in their number of enchantments allowed.
     (remember, each enchantment may contain more than 1 effect)
   - Common, Uncommon items allow 2 enchantments
   - Rare, Extremely rare items allow 3 enchantments.
   - Artifact items allow 4 enchantments.
   - Item enchantments can be replaced. 
   - The enchantment must be equal or lower level than the object
     being enchanted.

- Enchanting allows:
   - A level in enchantment.
   - Using low level enchantments up to your craft level.
   - Enchanting ITEMS up to your craft level.
   - selection of 1 Specialisation (at enchant level 30)
   - Stripping ITEMS with more success.
   
- Specialisation allows:
   - Enchanting a SUBSET OF ITEMS up to your craft level.
   - Using strong enchantments up to your craft level on a SUBSET OF ITEMS.
   - selection of 1 Mastery (at craft level e1).
   - Stripping SUBSET OF ITEMS with more success.
     
- Mastery allows:
   - Crafting a SPECIFIC ITEM TYPE up to your craft level.
   - Using powerful enchantments up to your craft level on a SPECIFIC ITEM TYPE.
   - Stripping SPECIFIC ITEM TYPE with more success.


Last edited by Celeborn on Sun Mar 27, 2005 8:35 pm, edited 1 time in total.

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PostPosted: Sun Mar 27, 2005 4:39 pm 
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looks good...cant wait to try it out :)


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PostPosted: Sun Mar 27, 2005 5:08 pm 
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I love alot of these ideas.

BUT
If this all comes in the form of a patch then NO. Why? because the game is still screwy from the last patch, we still get booted 3 times a day for no reason. So i recommend fixing EVERYTHING before moveing on to the next patch.

Then when this patch comes in sit around and watch out for advese side effects so you can quickly fix them.

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PostPosted: Sun Mar 27, 2005 5:35 pm 
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Gilgolad wrote:
I love alot of these ideas.

BUT
If this all comes in the form of a patch then NO. Why? because the game is still screwy from the last patch, we still get booted 3 times a day for no reason. So i recommend fixing EVERYTHING before moveing on to the next patch.

Then when this patch comes in sit around and watch out for advese side effects so you can quickly fix them.


Pretty much the only reason that the crashes are still occuring is because of 1 single bug, which from the length of time it's been unfixed, must be hard to pinpoint, that bug is when players leave citadels using the 'leave' command, the mud sometimes crashes..so, all we have to do is stop using that command until we are -told- that it has been fixed.


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PostPosted: Sun Mar 27, 2005 6:26 pm 
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Alright...Lets get started (hah)

First up: Blueprints. This is a tricky one, and I am somewhat for it, and somewhat against it. Reason being, its very cool, and I like the idea of being able to figure out how to make any item I come across, and then producing them if I feel like it.

What I don't like is the bottlenecks. The bottlenecks being quests and mosnsters. Once the patch comes, there will be an explosion of common blueprints spread around as people find simple ones, and reverse engineer the older items that they no longer use. Any blueprint that becomes known will quickly spread through the players, as one person finds it, makes it, sells it, and then the people who buy it make it and sell it.

It reminds me of the old pet breeding system, actually. Since they never lost their ability to breed, anybody could make infinite quantities of any pet, and whoever they gave the eggs to could also make infinite quantities of the same pet. It also makes quest reward blueprints lame because they can be shared easily with everybody by making copies.

This isn't all bad for the more common items, but I suggest you make Extremely Rare items and above impossible to reverse engineer. You may have already intended this, who knows. Just thought I would add my 2 cents on blueprints.

There was something else I was going to mention...But I can't remember what it was...

OH RIGHT. What happened to processing? You seemed to have bunched it up with harvesting? Will they stay seperate? Or not?


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PostPosted: Sun Mar 27, 2005 7:31 pm 
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Gilgolad wrote:
I love alot of these ideas.

BUT
If this all comes in the form of a patch then NO. Why? because the game is still screwy from the last patch, we still get booted 3 times a day for no reason. So i recommend fixing EVERYTHING before moveing on to the next patch.

Then when this patch comes in sit around and watch out for advese side effects so you can quickly fix them.


Fixes for those crash issues are in the upcoming patch. I just cant stick it in yet because its half-finished.


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PostPosted: Sun Mar 27, 2005 8:09 pm 
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Isabelle wrote:
i 'think' that in order for you to craft the item, you require the blueprint in your pouch. So sure you could possibly give it away, but then you wouldnt be able to craft.

I'm pretty sure that's Celeborns plan


But then I make said item, give it to a friend, and they reverse engineer it. Bam, they have their own set of blueprints.


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PostPosted: Sun Mar 27, 2005 8:17 pm 
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Isabelle wrote:
And even if everyone had the formula, they still require the components to make the item. And it might not necessarily be just x mitrill to make a mitrill bracer, it might also be a rare mineral from a mitrill golem, and maybe a tailfeather from a phoenix or something :)


Even so, I think that might be a mistake, especially where quest rewards are concerned. I understand the sentiment in saying that the item can easily be worth so much that it would induce players to shudder just thinking of reverse engineering them.

Heres a way to get you to see what I mean...A while ago you mentioned that systems should be prepared so that if the worst happens (some horrible abuse bug) the entire system doesn't /completly/ collapse. Not being able to reverse engineer extremely rare and artifact items could prevent a problem in THAT sense as well.

I just think that any item powerful enough to warrant the title 'artifact' should be sufficiently crazy in its magical powers that reverse engineering it would be impossible. I think uber rare mobile drops and crazy quests only might be a better idea.


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PostPosted: Sun Mar 27, 2005 8:17 pm 
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Yup, i'll agree with you on that, only allow reverse engineering for the common items would be the fairest.

I think celeborn is not wanting it to be like too much of a shock to crafters, which is why he mentioned reverse engineering, but yeah, it will be counterproductive for some items.


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PostPosted: Sun Mar 27, 2005 8:21 pm 
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weems wrote:
Alright...Lets get started (hah)

First up: Blueprints. This is a tricky one, and I am somewhat for it, and somewhat against it. Reason being, its very cool, and I like the idea of being able to figure out how to make any item I come across, and then producing them if I feel like it.

What I don't like is the bottlenecks. The bottlenecks being quests and mosnsters. Once the patch comes, there will be an explosion of common blueprints spread around as people find simple ones, and reverse engineer the older items that they no longer use. Any blueprint that becomes known will quickly spread through the players, as one person finds it, makes it, sells it, and then the people who buy it make it and sell it.


As the plans are now, there's a discrepancy between what you can craft and what you can reverse engineer. Common crafters can craft uncommon but only reverse-engineer common gear, Specialised crafters can craft rare but only reverse engineer uncommon, and mastery crafters can craft artifact but only reverse engineer rare items.

My plan was to make blueprints for personal use, so reverse engineered blueprints are bind-on-touch, and item-pop blueprints bind-on-wear.

I see what you are saying. I'll adjust the plans to only allow players to only reverse engineer non-crafted gear. I want players to 'go out there' to become better at crafting. :)

weems wrote:
It reminds me of the old pet breeding system, actually. Since they never lost their ability to breed, anybody could make infinite quantities of any pet, and whoever they gave the eggs to could also make infinite quantities of the same pet. It also makes quest reward blueprints lame because they can be shared easily with everybody by making copies.


:P I've been pondering pet-cloning issues. *ponder*

weems wrote:
What happened to processing? You seemed to have bunched it up with harvesting? Will they stay seperate? Or not?


I'm not certain yet. I'm leaning towards combining it with the harvest craft (as in, mining allows smelting).


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PostPosted: Sun Mar 27, 2005 8:35 pm 
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Celeborn wrote:
I'm not certain yet. I'm leaning towards combining it with the harvest craft (as in, mining allows smelting).


Sounds like it would make the conversion a NIGHTMARE. Would processing grant them an automatic skill level in crafting in the new system? Would characters who had both crafting and processing go beyond e300?

You could have it offer them bonus resources maybe, depending on how far adepted they are.

IE, 100% processing in Mitrill, gives them 500 mitrill ore when the patch comes in...Or something


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PostPosted: Sun Mar 27, 2005 8:35 pm 
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-off topic pet topic cut, sorry isa-

As for salvage / process / merging crafts, what if salvage becomes like an automatic skill, which cannot raise. So ok, a dead corpse on ground, any player may 'salvage' the corpse and get x salvage from it. Period, random everytime, from 0 to 3 items each time.

Combining crafts, i like it, metal workers can mine, or smelt, wood workers can cut trees, chop lumber, and get X pieces of wood, always random, no skill check. (0 to x resources each time)


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PostPosted: Sun Mar 27, 2005 8:43 pm 
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weems wrote:
Celeborn wrote:
I'm not certain yet. I'm leaning towards combining it with the harvest craft (as in, mining allows smelting).


Sounds like it would make the conversion a NIGHTMARE. Would processing grant them an automatic skill level in crafting in the new system? Would characters who had both crafting and processing go beyond e300?

You could have it offer them bonus resources maybe, depending on how far adepted they are.

IE, 100% processing in Mitrill, gives them 500 mitrill ore when the patch comes in...Or something


I have no statistics of how much effort is needed to raise processing for Mitrill. Can you give me an indication how much mitrill it takes to get 100.00% skill in processing, and what the gain is opposed to 0% processing?

Since crafts become level based, I can easily bestow a bonus to a players mining level based on processing skill. I think i'll wait until I get some more feedback from the other forum crafters before I decide. :)


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PostPosted: Sun Mar 27, 2005 9:10 pm 
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I would say on average, about 1600 attempts to go from 0% to 100%, with halfway at about 75%.

That applies to any craft with the normal 'scale' (full gains for success, half for failure).


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PostPosted: Sun Mar 27, 2005 9:25 pm 
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Oh and the gains...For 100% mitrill processing, you get about 1.8 ingots per ore...A bronze processor gets about 1.2 - 1.3, and a 'tertiary' (non metal) processor gets 1 for 1.


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PostPosted: Sun Mar 27, 2005 11:04 pm 
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I am a crafter but I hesitate to offer an opinion or ideas at this time. I am kinda reacting ... well you have heard the saying "you can't teach an old dog new tricks" and I fear I am that old dog heh. What I have read looks amazing and yet totally confusing for me.

Anyway I do have a concern that maybe when it has been answered I will relax and try to understand better.:) I, as many crafters have, worked hard to adept jewellery crafting. Long hours of mining in the old mining system when gems and ore was not so easy to come by. Will I be able to automatically keep crafting my rings or will I need to find blue prints and such to craft the things I am already 100% at?

Another question, with the changes will anybody with enough money be able to master all the crafts they wish and can pay for on one character? I certainly hope I am not understanding that right.:) Thanks for your patience answering my questions in advance.

The old dog,
Sardonyx


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Isabelle, about the pets issue you brought up. Unless things have changed the only way to level a pet is on a similar leveled player. If said player is 1/1 the pet will quickly gain exp faster and by the time the player is lev about 45/45 the pet will be lev 50. I think it is a good idea that the pet must be within 5-10 levels of the player though in order to be commanded to fight so lev 1 players will stop using lev 50 pets to tank.


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PostPosted: Sun Mar 27, 2005 11:33 pm 
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Initially upon entering the game, it will be as though you have lost everything.. however, once you get the blueprint for say jewellery (bindis), you will immediately have 100 percent in it /and/ will never fail an attempt to create said item.

So it might be scarey at first, but you will then find yourself doing better than with the current system.


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PostPosted: Sun Mar 27, 2005 11:41 pm 
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i'm not sure if celeborn has decided upon a reimbursement policy or not, like if you get a blueprint automatically if you already have 100 percent in a craft. Chances are good this won't happen, but we do have a few ideas we have kicked around, and we would prefer to have most people in the same category when it comes in.

But, it's all up in the air atm, as always, your ideas are welcomed


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PostPosted: Mon Mar 28, 2005 2:22 am 
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Isabelle wrote:
Something i would like to see done with pets -->

if you are under the pets level, you cannot control it, other than stable it.
multiclass characters abuse high level pets for levelling purposes


Ok, two things here:
1) if pets can only be controlled by same or higher level chars, then they need to not gain more exp than the player. My pet is 2 levels above me constantly, because ive trained with it since both of us were level one. so, pet exp gain must be made equal to the chars.

2) All of this blueprint talk is good, but, does the whole craft switch mean we all have to start over? after i finally got my crafting just the way i want it?????? #^$&^^%^@#!^#@!!! NO!!!! oh well, in that case i'll wait to finish my enchanting. Does all the new enchanting rules mean that all our old gear will be destroyed too? funk it, i would like to keep my old stuff, i worked hard to get it all. And we'll have to pay to craft stuff now? that doesnt make sense, makeing your own gear means you are self sufficient, on the grounds that you want to make stuff for free right???? i'll agree on paying gold or exp to enchant stuff though, that'll keep uberness down.

PS, read the thing i wrote in the juices effects changeing topic, and read my request regarding juices, maybe you can slip that in the patch as well if you like the idea.

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PostPosted: Mon Mar 28, 2005 6:23 am 
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With all due respect, absolute binding of a crafted item seems to be a very bad idea. Lets look at this basic concept a little.

Billy Bob asks me to make him a blue diamond ring for 15 mitrill coins.

I create the ring and show it to Billy Bob.

Billy Bob instantly wears then removes the ring. He then tells me he will only pay 10 mitrill coins for it.

You see what I mean? Accidental or intentional destruction of items could happen very easily. Especially if you consider the wear 5.sword code. Its very possible to accidently wear an item, making it impossible to sell. However I do have a solution that should be moderately agreable to all concerned.

Why not make bindings have timers instead of being defacto perment? The cheaper the item, the less time the item has to sit around unworn to lose its binding. The more valueable the item, the longer a binding sticks to an item. Quest items would retain the ability to be 100% perment.

Such temporary bindings could easily be scaled to a reasonable ammount of time and based on some kind of curve for item level. While I honestly outright hate the fact that I couldn't "Throw my friend one of my swords" to help him save himself, it would however be better then just submitting to permentally bound items.

Heck, I would even perfer items having built in "wear and tear" timers that slowly cause them to wither away with the items age. Code could be added to repair them, but still slowly the item would become less useful then it was when brand new. Lets say brand new a sword had a 150avg dmg. After about 12 refinishings of the edge, it now maxes at a 120 avg dmg......

Anyway, anything would be better then outright perment binding.... There has to be a middle ground.

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PostPosted: Mon Mar 28, 2005 7:35 am 
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Sardonyx wrote:
I am a crafter but I hesitate to offer an opinion or ideas at this time. I am kinda reacting ... well you have heard the saying "you can't teach an old dog new tricks" and I fear I am that old dog heh. What I have read looks amazing and yet totally confusing for me.

Anyway I do have a concern that maybe when it has been answered I will relax and try to understand better.:) I, as many crafters have, worked hard to adept jewellery crafting. Long hours of mining in the old mining system when gems and ore was not so easy to come by. Will I be able to automatically keep crafting my rings or will I need to find blue prints and such to craft the things I am already 100% at?


I intend to reimburse all crafters with a pre-filled blueprints book, since they already put the effort in. You'll probably have a few fun new ones to craft as well.

Sardonyx wrote:
Another question, with the changes will anybody with enough money be able to master all the crafts they wish and can pay for on one character? I certainly hope I am not understanding that right.:) Thanks for your patience answering my questions in advance.


You can only have ONE specialisation and ONE mastery per craft, so no. And effort gets you the levels in your crafts, not money. The money part is to get that extra bit of knowledge needed to become specialised or mastery.


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PostPosted: Mon Mar 28, 2005 7:43 am 
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Vogar Eol wrote:
With all due respect, absolute binding of a crafted item seems to be a very bad idea. Lets look at this basic concept a little.

Billy Bob asks me to make him a blue diamond ring for 15 mitrill coins.

I create the ring and show it to Billy Bob.

Billy Bob instantly wears then removes the ring. He then tells me he will only pay 10 mitrill coins for it.

You see what I mean? Accidental or intentional destruction of items could happen very easily. Especially if you consider the wear 5.sword code. Its very possible to accidently wear an item, making it impossible to sell. However I do have a solution that should be moderately agreable to all concerned.

Why not make bindings have timers instead of being defacto perment? The cheaper the item, the less time the item has to sit around unworn to lose its binding. The more valueable the item, the longer a binding sticks to an item. Quest items would retain the ability to be 100% perment.

Such temporary bindings could easily be scaled to a reasonable ammount of time and based on some kind of curve for item level. While I honestly outright hate the fact that I couldn't "Throw my friend one of my swords" to help him save himself, it would however be better then just submitting to permentally bound items.

Heck, I would even perfer items having built in "wear and tear" timers that slowly cause them to wither away with the items age. Code could be added to repair them, but still slowly the item would become less useful then it was when brand new. Lets say brand new a sword had a 150avg dmg. After about 12 refinishings of the edge, it now maxes at a 120 avg dmg......

Anyway, anything would be better then outright perment binding.... There has to be a middle ground.



I agree completely.

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PostPosted: Mon Mar 28, 2005 7:44 am 
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Gilgolad wrote:
2) All of this blueprint talk is good, but, does the whole craft switch mean we all have to start over?


No. You percentage skill is converted to a level as craftsman (if you have 100% in forging swords it will convert you to a e350-e400 swordsmaster). Also you will receive a good set of blueprints for your learned crafts.

Gilgolad wrote:
Does all the new enchanting rules mean that all our old gear will be destroyed too?


No, old gear will not be destroyed.

Gilgolad wrote:
And we'll have to pay to craft stuff now? that doesnt make sense, makeing your own gear means you are self sufficient, on the grounds that you want to make stuff for free right????


IC: You pay for the extra resources. OOC, it prevents people from flooding the economy with items, and keeps the gain from crafting and selling to NPCs from going overboard. Remembers, your items (even crafted ones) will have considerable worth to NPC shops after this patch.

Gilgolad wrote:
PS, read the thing i wrote in the juices effects changeing topic, and read my request regarding juices, maybe you can slip that in the patch as well if you like the idea.


I'll check


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 Post subject:
PostPosted: Mon Mar 28, 2005 7:48 am 
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Vogar Eol wrote:
[color=violet]With all due respect, absolute binding of a crafted item seems to be a very bad idea. Lets look at this basic concept a little.

Billy Bob asks me to make him a blue diamond ring for 15 mitrill coins.

I create the ring and show it to Billy Bob.

Billy Bob instantly wears then removes the ring. He then tells me he will only pay 10 mitrill coins for it.

You see what I mean? Accidental or intentional destruction of items could happen very easily. Especially if you consider the wear 5.sword code. Its very possible to accidently wear an item, making it impossible to sell. However I do have a solution that should be moderately agreable to all concerned.

Why not make bindings have timers instead of being defacto perment? The cheaper the item, the less time the item has to sit around unworn to lose its binding. The more valueable the item, the longer a binding sticks to an item. Quest items would retain the ability to be 100% perment.


Vogar Eol wrote:
Such temporary bindings could easily be scaled to a reasonable ammount of time and based on some kind of curve for item level. While I honestly outright hate the fact that I couldn't "Throw my friend one of my swords" to help him save himself, it would however be better then just submitting to permentally bound items.

Heck, I would even perfer items having built in "wear and tear" timers that slowly cause them to wither away with the items age. Code could be added to repair them, but still slowly the item would become less useful then it was when brand new. Lets say brand new a sword had a 150avg dmg. After about 12 refinishings of the edge, it now maxes at a 120 avg dmg......

Anyway, anything would be better then outright perment binding.... There has to be a middle ground.


Nope, sorry, binding is an overal change and its going in like it is. For the 'but why' ive explained it extensively in another thread. If you wish to carry the binding discussion further please do it there.

http://forums.dark-legacy.com/viewtopic.php?t=609


Last edited by Celeborn on Mon Mar 28, 2005 8:00 am, edited 1 time in total.

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