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View Full Version : No Greensteel Q-Staves or Kamas?



Delacroix21
05-15-2008, 09:27 AM
With all the monk hype and announces being thrown at us, I still havent seen ONE mention of greensteel kamas or quarterstaves being added. So are you seriously telling me your adding monks and no monk weapon recipes?

Aspenor
05-15-2008, 09:28 AM
With all the monk hype and announces being thrown at us, I still havent seen ONE mention of greensteel kamas or quarterstaves being added. So are you seriously telling me your adding monks and no monk weapon recipes?

I corrected you in the OTHER thread, already. There HAS been word, kamas and quarterstaves will be added to Green Steel weapons in Mod 7.

Aspenor
05-15-2008, 09:48 AM
Ahhh...found the link, but I am reluctant to post it for silly moderation reasons. It has been confirmed by a dev that monk weapons will be added to the green steel items list.

Eladrin
05-15-2008, 09:59 AM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

Wizzly_Bear
05-15-2008, 10:02 AM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.
yay

Vhlad
05-15-2008, 10:03 AM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

Are there axes?

PLEASE tell me !

http://forums.ddo.com/showthread.php?t=146430

Aspenor
05-15-2008, 10:03 AM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

You there...don't you have a monk to test!?!? Back away from the forums, and no flames will burn!!!! :p

COMPILE FASTER EL!!!

debo
05-15-2008, 10:07 AM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

there ya go. now was that so hard to tell us?

Mhykke
05-15-2008, 10:10 AM
Wait a minute, hold up.

I hate to put a damper on the fun.....

I may be wrong here, kind of tired right now.......but it sounds like to me that ingredients I get in the shroud (horns) will be used to make greensteel blanks? Soooo, instead of getting ingredients in the shroud (like scales/chains/etc.) that I can use to upgrade items, I have been getting items (horns) that will be the equivalent of funk/twigs/pebbles/etc.? If so, not a happy camper.

Delacroix21
05-15-2008, 10:11 AM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

Thank you so very much for the reply. Can you list the weapons being added please? =)

Aspenor
05-15-2008, 10:11 AM
Wait a minute, hold up.

I hate to put a damper on the fun.....

I may be wrong here, kind of tired right now.......but it sounds like to me that ingredients I get in the shroud (horns) will be used to make greensteel blanks? Soooo, instead of getting ingredients in the shroud (like scales/chains/etc.) that I can use to upgrade items, I have been getting items (horns) that will be the equivalent of funk/twigs/pebbles/etc.? If so, not a happy camper.

Well, it's better than nothing....I guess.....

One hopes there will be additional uses for the horns. You can only craft so many monk weapons after all....

Wizzly_Bear
05-15-2008, 10:12 AM
Wait a minute, hold up.

I hate to put a damper on the fun.....

I may be wrong here, kind of tired right now.......but it sounds like to me that ingredients I get in the shroud (horns) will be used to make greensteel blanks? Soooo, instead of getting ingredients in the shroud (like scales/chains/etc.) that I can use to upgrade items, I have been getting items (horns) that will be the equivalent of funk/twigs/pebbles/etc.? If so, not a happy camper.
hmm, hadnt thought about it. care to elaborate eladrin? that would indeed suck very much to mean we've been missing large ingredients to get greensteel items.

Dexxaan
05-15-2008, 10:14 AM
Would we prefer that Horns remain useless like say....."Blessed Candles"?

I would personally prefer a swap your horns for your choice of equivalent sized......(take your pick ingredient).

That woul be fair. Of course we´ll hear the whining of those who didn´t save any of them :rolleyes:

Wizzly_Bear
05-15-2008, 10:16 AM
Would we prefer that Horns remain useless like say....."Blessed Candles"?

I would personally prefer a swap your horns for your choice of equivalent sized......(take your pick ingredient).

That woul be fair. Of course we´ll hear the whining of those who didn´t save any of them :rolleyes:
between this and greensteel items, id rather have this. they need to complete the greensteel choices (axes, monks, etc) independent of the horn fiasco.

juniorpfactors
05-15-2008, 10:16 AM
jrp will be throwing away all splitered horns...................

Wizzly_Bear
05-15-2008, 10:17 AM
jrp will be throwing away all splitered horns...................
throw them away in my direction ;)

Eladrin
05-15-2008, 10:21 AM
We've got other plans for splintered horns as well.

Aspenor
05-15-2008, 10:21 AM
We've got other plans for splintered horns as well.

I thought I told you to compile faster. :p

Laith
05-15-2008, 10:22 AM
We've got other plans for splintered horns as well.hope so.

btw if you add an axe, rapier, or a few other select weapons without the ability to "uncraft" items for materials: people is gonna be upset.

i didn't make weapons myself partially because you didn't have anything that was "ideal" for my characters. facing the same situation: many made them anyway.

Talcyndl
05-15-2008, 10:22 AM
Hmmm.

Well I certainly ain't doing any tier three upgrades until we know what new blanks are available. Hate to spend a ton of larges on my fighter's khopesh, my barb's greatsword, or my rogue's shortsword only to find out the better weapon for each (Dwarven axe, Greataxe, and Rapier) will be available.

No biggy for me...still have a ways to go to get enough anyway.

juniorpfactors
05-15-2008, 10:23 AM
We've got other plans for splintered horns as well.

i would assume..... real uses and not for creating a greensteel item....that wont be usable by 98% of the toons on the server

Dexxaan
05-15-2008, 10:28 AM
i would assume..... real uses and not for creating a greensteel item....that wont be usable by 98% of the toons on the server

Don´t sweat it.....your tossing your horns anyway.

juniorpfactors
05-15-2008, 10:59 AM
Don´t sweat it.....your tossing your horns anyway.

yep i could throw away 20 of each s, m, L and still have about 20 of each left...I am pretty sure I wont be sweating it LOL

jrp

Dexxaan
05-15-2008, 11:00 AM
yep i could throw away 20 of each s, m, L and still have about 20 of each left...I am pretty sure I wont be sweating it LOL

jrp

So in reality you´ll be "partially" tossing them! :D

Next post from you...I´ll partially believe you........:rolleyes:

Milolyen
05-15-2008, 11:06 AM
yep i could throw away 20 of each s, m, L and still have about 20 of each left...I am pretty sure I wont be sweating it LOL

jrp

Really small splintered horn? I have NEVER seen one of them drop and you have more than 20???? You actually might get a good amount of plat from the AH for those.

Milolyen

Gratch
05-15-2008, 11:09 AM
Excellent responses Eladrin.

So we're agreed (ed: Gratch's conjecture here), medium splintered horns which have similiar/less value than funk, etc can be used to make new green-steel weapons.

Large splintered Horns that were acquired in the much tougher portion of the shroud can be traded in as a 2 for 1 wild card for any other large ingredient. For me and many others I know. 2 Large Horns = 1 Large Scales. Excellent. (Ed: positive thinking here - read Eladrin to know what he's actually saying)

Or better summed up:

"Ahem. OK, here's what we've got: the
Rand Corporation, in conjunction with the saucer people --
under the supervision of the reverse vampires --
are forcing our parents to go to bed early in a fiendish plot to eliminate the meal of dinner.
We're through the looking glass, here, people...

Dexxaan
05-15-2008, 11:11 AM
Really small splintered horn? I have NEVER seen one of them drop and you have more than 20???? You actually might get a good amount of plat from the AH for those.

Milolyen

I rest my case.

juniorpfactors
05-15-2008, 11:12 AM
Really small splintered horn? I have NEVER seen one of them drop and you have more than 20???? You actually might get a good amount of plat from the AH for those.

Milolyen

its early still, cant throw away what I/nor anyone has....you got me

juniorpfactors
05-15-2008, 11:13 AM
I rest my case.

what case is that? it took another poster to find an error in my post.... move on

Dexxaan
05-15-2008, 11:15 AM
what case is that? it took another poster to find an error in my post.... move on

Someone is upset.

Josh
05-15-2008, 11:49 AM
hope so.

btw if you add an axe, rapier, or a few other select weapons without the ability to "uncraft" items for materials: people is gonna be upset.

i didn't make weapons myself partially because you didn't have anything that was "ideal" for my characters. facing the same situation: many made them anyway.


QFT.

If there isn't some way to salvage your item you already made because you couldn't make the one you want I for one am gone. That will be the last straw.

debo
05-15-2008, 12:16 PM
Eladrin anyway you can comment on why the horns were left in the loot table for so long?

Aspenor
05-15-2008, 12:18 PM
Eladrin anyway you can comment on why the horns were left in the loot table for so long?

I think that would be obvious...because they planned to give them another use in the future.

Muirtach
05-15-2008, 12:22 PM
Large splintered Horns that were acquired in the much tougher portion of the shroud can be traded in as a 2 for 1 wild card for any other large ingredient. For me and many others I know. 2 Large Horns = 1 Large Scales. Excellent.


Where in the world did you come up with this from? Eladrin said nothing of the sort

ArkoHighStar
05-15-2008, 12:23 PM
Where in the world did you come up with this from? Eladrin said nothing of the sort

sarcasm FTW

Thrudh
05-15-2008, 12:24 PM
I think that would be obvious...because they planned to give them another use in the future.

Then they should have put them back in... in the future...

Removing the horns from the loot tables should be a 10 second job... Adding them back in just as fast....

They really should have just fixed that tiny tiny bug and saved a lot of player grief.... I'm one of Turbine's biggest fans... and yet I'm cannot believe they left the horns in...

I have yet to get a Tier III upgrade... I've saved 12 large ingrediants so far.. 3 of which are large horns... I wish the GMs understood how frustrating it is for gamers like me to do a 2-hour PUG shroud run, and get.... a large horn...

And so easy to fix....

<sigh>

Aspenor
05-15-2008, 12:26 PM
Then they should have put them back in... in the future...

Removing the horns from the loot tables should be a 10 second job... Adding them back in just as fast....

They really should have just fixed that tiny tiny bug and saved a lot of player grief.... I'm one of Turbine's biggest fans... and yet I'm cannot believe they left the horns in...

I have yet to get a Tier III upgrade... I've saved 12 large ingrediants so far.. 3 of which are large horns... I wish the GMs understood how frustrating it is for gamers like me to do a 2-hour PUG shroud run, and get.... a large horn...

And so easy to fix....

<sigh>

Oh believe me I know the frustration. I'm not defending anyone I'm just explaining the possible reason. :)

Deragoth
05-15-2008, 12:27 PM
You will rekindle my love for this game if you tell us what weapons are going to be made. Will there be axes!?!?!

Angelus_dead
05-15-2008, 12:30 PM
You will rekindle my love for this game if you tell us what weapons are going to be made. Will there be axes!?!?!
There had better not be axes unless there's also a way to dismantle existing green steel weapons.

Deragoth
05-15-2008, 12:38 PM
There had better not be axes unless there's also a way to dismantle existing green steel weapons. What!? Punish yourself, not me. I didn't want a maul or greatsword on my Dwarven THF Barbarian, so I made items instead.

Krago
05-15-2008, 12:40 PM
Why should you be able to "dismantle" your greensteel items?

debo
05-15-2008, 12:46 PM
Then they should have put them back in... in the future...

Removing the horns from the loot tables should be a 10 second job... Adding them back in just as fast....

They really should have just fixed that tiny tiny bug and saved a lot of player grief.... I'm one of Turbine's biggest fans... and yet I'm cannot believe they left the horns in...

I have yet to get a Tier III upgrade... I've saved 12 large ingrediants so far.. 3 of which are large horns... I wish the GMs understood how frustrating it is for gamers like me to do a 2-hour PUG shroud run, and get.... a large horn...

And so easy to fix....

<sigh>

QFT

PhoenixFire31
05-15-2008, 12:55 PM
Then they should have put them back in... in the future...

Removing the horns from the loot tables should be a 10 second job... Adding them back in just as fast....

They really should have just fixed that tiny tiny bug and saved a lot of player grief.... I'm one of Turbine's biggest fans... and yet I'm cannot believe they left the horns in...

I have yet to get a Tier III upgrade... I've saved 12 large ingrediants so far.. 3 of which are large horns... I wish the GMs understood how frustrating it is for gamers like me to do a 2-hour PUG shroud run, and get.... a large horn...

And so easy to fix....

<sigh>

Why is it that people who have no freaking clue what it takes to code THIS game always claim everything is an easy fix? Unless you have personally been there and seen the code they use and how they do it please do not make such assumptions.

BTW: "Easy fixes" have really annoying habits of causing much bigger problems in almost anything (from coding a game to organizing a home :D.)

Angelus_dead
05-15-2008, 12:56 PM
Why should you be able to "dismantle" your greensteel items?
If they add new, superior weapon types without having made any announcement of it before, it would mean the devs are quite intentionally destroying a lot of hard-won large shroud ingredients. It will be hurting the characters of some of their most devoted players, and it would mean that characters who were fast will be arbitrarily worse off than those who built things slowly.

Every elf with a Supreme Tyrant Green Steel Shortsword of Radiance will wish it was a rapier instead.
Every dwarf with a Supreme Tyrant Green Steel Maul of Mineral will wish it was a greataxe instead.

In essence, it would be tantamount to upgrading the loot drops of the mod 6 raid just as mod 7 is released. That's obviously bad form. It would also be very unfair, because based on their weapon preference, some characters would avoid punishment: khopesh users, who already had a superior weapon type allowed when mod 6 dropped.

Adding non-superior weapons would be one thing- quarterstaves and kamas aren't likely to make anyone regret his previous building. But if they add axes, rapiers, scimitars, kukris, or picks, then that means existing green steel weapons are flat-out inferior to the new ones. Allowing green steel weapons to be dismantled for ingredients is one way to avoid that problem. An alternative way would be to create a recipe / special item which allows an existing green steel weapon to be merged into a new blank body, essentially polymorphing the old item into a new shape.

Talcyndl
05-15-2008, 01:05 PM
An alternative way would be to create a recipe / special item which allows an existing green steel weapon to be merged into a new blank body, essentially polymorphing the old item into a new shape.


Perhaps horns?

Angelus_dead
05-15-2008, 01:07 PM
Why is it that people who have no freaking clue what it takes to code THIS game always claim everything is an easy fix? Unless you have personally been there and seen the code they use and how they do it please do not make such assumptions.
He said it should be easy. And that is true: for any competently designed game modern game system, a modification like that would be a trivial amount of work. We don't need to see the source code to be aware of features that every complex online software needs to reach it's design objectives.

However, it's true that it is probable that DDO is designed so that any change is very difficult, including a small one. And one might be able to tell that by reading the source code. But if that is the case, then it is an inherent design flaw, meaning the software was not built like it should have been. Part of building a modern MMORPG is understanding that content designers will occasionally make mistakes that have a long-lasting harmful influence on the game, such as a chest which drops 1000 gp when it should have 10 gp. The system foundation needs to have been planned to allow mistakes like that to be immediately suppressed in the live servers as soon as they're confirmed.

It's a well-recognized theme of software design, sometimes called "separating policy from mechanism". It is unavoidable that in a complex system, you will have to make changes after it goes live. If they had planned ahead in the design stage, changes of small magnitude (such as suppressing one or two items from a list of possibilities) would require only correspondingly small effort to push out the change: a developer edits two files, saves them, and pushes an icon which buffers those changes into the next automated push-out, which should already be happening on a pre-made schedule.

Tiny fixes like that should not mandate an extensive QA phase before they can go live. To think otherwise is to misjudge priorities.

Gratch
05-15-2008, 01:10 PM
Where in the world did you come up with this from? Eladrin said nothing of the sort

There's the what he said and what I want. I'm hoping they're the same since Eladrin declared multiple uses:

Medium Splintered Horns?

There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

Large Splintered Horns?

We've got other plans for splintered horns as well.
This is where I *CONCENTRATE* really hard to get the 2 to 1 tradein thing going IN MOD 7.

I guess they could also expand the Large crafting tables to use Large Horns. As others have said, I would really hope the large ingredient horn isn't used in something as "simple" as green steel blank creation ("simple" given I can create a green steel blank from scratch in one day of adventuring for components/stone of's, compared to the much greater time to harvest and upgrade a tier 3 item).

mehlinda
05-15-2008, 01:15 PM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

So the loot tables have generated me 34 large and 94 medium horns so far.. none were given, bought or traded for,,, all my loot.. I'd much rather have the ingredients that were generated than to have to spend a programming error on trying to make something I don't need. I don't see myself needing 30+ weapons of different varieties but I'b be well on my way to 2 quasi's with the ingredients I was supposed to have gotten...is there any chance they can be traded for ingredients with an NPC per chance???

Coldin
05-15-2008, 01:20 PM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

I wonder, will these be monk weapons exclusively, or will we see a few of the forgotten weapons be included as well, such as Bastard Swords and Axes?

I kinda doubt we'll see rapiers, but I guess I'll hold off on making a Radiance II shortsword until after Mod 7. Though it's not like I'll be able to ever get enough large ingredients anyway...

Btw, I'm fairly certain the Devs have said numerous times that Mod 7 will also include a weapon deconstruction mechanic for crafting.

Laith
05-15-2008, 01:23 PM
Btw, I'm fairly certain the Devs have said numerous times that Mod 7 will also include a weapon deconstruction mechanic for crafting.
they mentioned that for the "general" crafting mechanic... not really sure how/if that will apply to shroud items.
the shroud has (presumably) unique crafting ingredients, as the items crafted there are considered its raidloot.

who knows how they'd handle deconstructing items from unique ingredients:
will it give you general deconstruction ingredients? the unique raid ingredients? maybe you can't dismantle them at all?

Muirtach
05-15-2008, 01:24 PM
I guess they could also expand the Large crafting tables to use Large Horns. As others have said, I would really hope the large ingredient horn isn't used in something as "simple" as green steel blank creation ("simple" given I can create a green steel blank from scratch in one day of adventuring for components/stone of's, compared to the much greater time to harvest and upgrade a tier 3 item).

If you read though, Eladrin makes no differentiation between large or medium. It is possible that the larges will be needed to make the monk weapons. Who knows?

I was just pointing you out so that people did not read it and start assuming that it was going to happen. Just the way you worded it was all. I understood your attempt.

Coldin
05-15-2008, 01:26 PM
they mentioned that for the "general" crafting mechanic... not really sure how/if that will apply to shroud items.

the shroud has (presumably) unique crafting ingredients, as the items crafted there are considered its raidloot.
who knows how they'd handle deconstructing items from unique ingredients:

will it give you general deconstruction ingredients? the unique raid ingredients? maybe you can't dismantle them at all?

Well, I can either see them being able to turned back in their base ingredients (probably merely going back one step at time per deconstruction), or not being able to broken apart at all. I doubt they'd make it so they were broken into ordinary ingredients because that'd probably tick a lot of people off.

QuantumFX
05-15-2008, 01:27 PM
Wait a minute, hold up.

I hate to put a damper on the fun.....

I may be wrong here, kind of tired right now.......but it sounds like to me that ingredients I get in the shroud (horns) will be used to make greensteel blanks? Soooo, instead of getting ingredients in the shroud (like scales/chains/etc.) that I can use to upgrade items, I have been getting items (horns) that will be the equivalent of funk/twigs/pebbles/etc.? If so, not a happy camper.

Mhykke, I read it as, better weapon types (Axes, Picks, Rapiers) require higher quality ingredients. Some of the green steel weapon effects would be devistating on these weapons.

Eladrin, will Horns allow us to make additional green steel items too? (ex. Robes/outfits, armor, shields, trinkets)

Accelerando
05-15-2008, 01:29 PM
If they add new, superior weapon types without having made any announcement of it before, it would mean the devs are quite intentionally destroying a lot of hard-won large shroud ingredients.


HAHAHAHAHAHAHA

That was a good one! :D

Seriously 90% of the Tier III upgrades in this game are far from hard-won. :rolleyes:

Its those same 90% who won't be able to easily replace them. The other 10% will, so no problems really. I say thank you very very much sirs for the axes in advance.

Josh
05-15-2008, 01:35 PM
I kinda doubt we'll see rapiers, but I guess I'll hold off on making a Radiance II shortsword until after Mod 7. Though it's not like I'll be able to ever get enough large ingredients anyway...

Which is why I would be so ****ed off because I didn't hold off on making my rogue a radiance II short sword. I had to GRIND for 6 weeks to get the necessary ingridents, and that's running multiple toons. I really wanted to make a rapier or a light pick. It would be a total FU to everyone who has made an item like this if there is no way to change it.

Angelus_dead
05-15-2008, 01:40 PM
I didn't hold off on making my rogue a radiance II short sword. I had to GRIND for 6 weeks to get the necessary ingridents, and that's running multiple toons. I really wanted to make a rapier or a light pick.
Note that for radianceII, picks are inferior to swords. A pick attack would only trigger the blindness effect half as often as a sword, which sacrifices most of what makes the weapon great.

Coldin
05-15-2008, 01:48 PM
Note that for radianceII, picks are inferior to swords. A pick attack would only trigger the blindness effect half as often as a sword, which sacrifices most of what makes the weapon great.

Plus the light damage doesn't scale with crit modifier, so you're actually better off with a larger crit range to deal more damage.

But then, maybe you wanted a pick for a different weapon effect.

ArkoHighStar
05-15-2008, 01:49 PM
He said it should be easy. And that is true: for any competently designed game modern game system, a modification like that would be a trivial amount of work. We don't need to see the source code to be aware of features that every complex online software needs to reach it's design objectives.

However, it's true that it is probable that DDO is designed so that any change is very difficult, including a small one. And one might be able to tell that by reading the source code. But if that is the case, then it is an inherent design flaw, meaning the software was not built like it should have been. Part of building a modern MMORPG is understanding that content designers will occasionally make mistakes that have a long-lasting harmful influence on the game, such as a chest which drops 1000 gp when it should have 10 gp. The system foundation needs to have been planned to allow mistakes like that to be immediately suppressed in the live servers as soon as they're confirmed.

It's a well-recognized theme of software design, sometimes called "separating policy from mechanism". It is unavoidable that in a complex system, you will have to make changes after it goes live. If they had planned ahead in the design stage, changes of small magnitude (such as suppressing one or two items from a list of possibilities) would require only correspondingly small effort to push out the change: a developer edits two files, saves them, and pushes an icon which buffers those changes into the next automated push-out, which should already be happening on a pre-made schedule.

Tiny fixes like that should not mandate an extensive QA phase before they can go live. To think otherwise is to misjudge priorities.


Tru but coding is relly the lowest level of the process, On most large software projects most changes need to go a rigorous approval and speccing process no matter how small or trivial. It must first pass an ROI test, which will determine cost vs. benefit, then if approved, it needs a final technical spec, from which to make the change and to reference later. The next step is the most important and will ultimately determine when you see said feature. The Producer will then need to prioritize when the change takes place based on current project release schedules, will it make the current release as a must have item, or can it wait till next release. Once scheduled it needs to be programmed, and then QA'ed, and despite what you may think a certain amount of QA must be done for any change small or large.

DDO as an application has at least 2 layers, first is the MMO engine layer which encompasses the graphics, AI and networking code that is common to both LOTRO and DDO. The second layer is the DDO ruleset layer which defines DDO. It is obvious that in some cases they are fighting the design, and you woudl state that this is poor planning, but the reality is that the game in initial design and development has become much different than it was when originally programmed. Druids are the best example of this. Druids have not been implemented because the initial design of DDO called for no pets whatsoever, so the code was streamlined to not take them into consideration, however late in the dev cycle pets were determined t o be required based on beta feedback, so they were retrofitted in, now anything retrofitted on that was not part of initial design will always be a little rougher than something incorporated into initial design.

The simple fact is coding is easy but getting any change to any software is hard and it should be

Eladrin
05-15-2008, 01:50 PM
Btw, I'm fairly certain the Devs have said numerous times that Mod 7 will also include a weapon deconstruction mechanic for crafting.
We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.

Coldin
05-15-2008, 01:51 PM
We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.

I stand corrected.

Milolyen
05-15-2008, 01:52 PM
Note that for radianceII, picks are inferior to swords. A pick attack would only trigger the blindness effect half as often as a sword, which sacrifices most of what makes the weapon great.

However radianceII isn't the only thing on weapons that are crit based. the Elemental burst/blast dmg goes off of the crit multiplier which is superior on picks. Say a Mineral 2 pick would be superior to a mineral 2 shortsword. Then with radianceII I would much rather have a rapier than a shortsword and if I where to have created a shortsword because at the time it was my best choice out of what was given to me it would be pretty messed up not to give me a way to make it a rapier instead. Then what about all those that pioneered the crafting system for the rest of us and ended up creating items they would not have wanted knowing what we know now? Would be a slight kick in the teeth to them as well.

Milolyen

gpk
05-15-2008, 01:53 PM
Why is it that people who have no freaking clue what it takes to code THIS game always claim everything is an easy fix? Unless you have personally been there and seen the code they use and how they do it please do not make such assumptions.


I'm sorry but this is an argument that's often repeated lately and it makes little sense; it's a "cop-out" type argument imo.

Yes we don't know exactly how this or that is coded in DDO.
However, there are certain fundamentals with programming and there are many situations where you can say "this shouldn't take long" and unless someone coded things really poorly, you'd be right.

dragonoffrost
05-15-2008, 01:54 PM
The shroud crafting for me has been a bust so far except for my sorceror. Why because my characters of appropriate level didn't really have much that they wanted.

My Paladin is speced for scimitars (Undying Court) no recipe for green steel scimitar so did I settle and build a longsword or other weapon. Nope I just didn't craft for her yet. I don't play to say I have UBER X and Y. I play a build to play a build as best I can. Yes she will wield the +2 Holy Silver Maul of Pure Good when it means more DPS than a +5 Holy Sword spell scimitar does. Yes the Holy Sword spell is her main normal weapon.

I am almost flagged on a cleric and he will be crafting an item because I can see a use for an item from the raid that fits my plans for his build.

I probably will get flamed for saying it but if you crafted a maul but are speced for an greataxe who is to blame... Not just Turbine... they said when Mod 6 came out it was only a PROTOTYPE. Sometimes it's better to be patient and stick to your guns than to jump and settle for what is a slightly lesser option.

In the rush to be able to say I have uber x item people used ingredients that they could have used for what they really wanted. What can be done. Allow deconstruction BUT don't give back all the ingredients. Give back some of the ingredients and a depleted power cell and no shard. Why is this fair? For those who crafted you got to use the item and got a benefit from it now you want to change said item there should be a cost. So now you have to replace 1 or 2 ingredients(maybe even 2 to 4 for the more complex recipes, I'm thinking 2/3 to 3/4 recovery of ingredients), get a new shard and repower the energy cell. You can't tell me most of the people who have crafted items will be harmed by this they probably have extras of the ingredients anyway. So they would have to most likely have to get the Shard of Power and repower their energy cell.

edit: as I was typing Eladrin posted that Green Steel deconstruction isn't planned yet but could be in the future. So most of the last part is now a moot point but could come back into play if the deconstruciton becomes a reality.

ArkoHighStar
05-15-2008, 01:57 PM
I'm sorry but this is an argument that's often repeated lately and it makes little sense; it's a "cop-out" type argument imo.

Yes we don't know exactly how this or that is coded in DDO.
However, there are certain fundamentals with programming and there are many situations where you can say "this shouldn't take long" and unless someone coded things really poorly, you'd be right.

as i stated coding is easy (obviously only for those who are trained as programmers) , but getting any feature into any piece of software should not be, at least from the perspective of following all the steps required to get that change scheduled and properly documented, programmed, QA'ed and deployed.

Laith
05-15-2008, 02:02 PM
edit: as I was typing Eladrin posted that Green Steel deconstruction isn't planned yet but could be in the future. So most of the last part is now a moot point but could come back into play if the deconstruciton becomes a reality.so basically, if we ever will be able to deconstruct our greensteels, it will be long after we've had a chance to remake our current ones into the newly released greensteels.

stellar. :rolleyes:

Angelus_dead
05-15-2008, 02:03 PM
We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.
Within two weeks of the mod 6 launch, when players were first confident they had explored all the Green Steel item possibilities, there was a lot of feedback regarding the unfairness of the existence of Khopeshes but not any axes, rapiers, scimitars, kukris, picks, or repeaters. There was also much warning that if those superior weapon choices were added later it would greatly disappoint many players, unless there was also a mechanic to "trade in" existing weapons.

Hopefully you did not ignore that customer feedback.

Note that adding Green Steel axes and rapiers in mod 7 would be tantamount to replacing the raid loot with new, superior items, but not retroactively upgrading existing items. Imagine if you had done that to some other raid: take Queen Laliat from module 3 for example. Suppose the introduction of module 4 had upgraded the items that drop from Queen Laliat, but left existing loot un-improved. That would be bad, because it would both denigrate the efforts of the early-explorers who first challenged that quest and learned to defeat it, and also steal the thunder of new quests introduced in the new module.

Basically, pushing your customers to make the uncomfortable metagaming choice of "Spend my large shroud ingredients now for a maul, or save them up and hope I can get a greataxe later" is not a good idea for an entertainment business.

Borror0
05-15-2008, 02:12 PM
I thought I told you to compile faster. :p

Well, stop posting, that'll be one less post to read. ;)

Oh, and Eladrin, you should really consider the deconstruction of Green Steel item, for the reasons A_D mentioned.

juniorpfactors
05-15-2008, 02:17 PM
Within two weeks of the mod 6 launch, when players were first confident they had explored all the Green Steel item possibilities, there was a lot of feedback regarding the unfairness of the existence of Khopeshes but not any axes, rapiers, scimitars, kukris, picks, or repeaters. There was also much warning that if those superior weapon choices were added later it would greatly disappoint many players, unless there was also a mechanic to "trade in" existing weapons.

Hopefully you did not ignore that customer feedback.

Note that adding Green Steel axes and rapiers in mod 7 would be tantamount to replacing the raid loot with new, superior items, but not retroactively upgrading existing items. Imagine if you had done that to some other raid: take Queen Laliat from module 3 for example. Suppose the introduction of module 4 had upgraded the items that drop from Queen Laliat, but left existing loot un-improved. That would be bad, because it would both denigrate the efforts of the early-explorers who first challenged that quest and learned to defeat it, and also steal the thunder of new quests introduced in the new module.

Basically, pushing your customers to make the uncomfortable metagaming choice of "Spend my large shroud ingredients now for a maul, or save them up and hope I can get a greataxe later" is not a good idea for an entertainment business.


why not make what you can now...and worry about the future...when it comes out... the new raid makaeble loot has replaced 90% of the items in the game.... and you can assume whatever is in the next higher end content will replace the stuff you just made now......if you are not saving L ing for mod 7 I would assume that to be a mistake...we dont know for sure if they will be usable in that crafting...or if it will be completely diff things needed....ex tome pages...which was a form of poor mans crafting

jrp

Milolyen
05-15-2008, 02:21 PM
so basically, if we ever will be able to deconstruct our greensteels, it will be long after we've had a chance to remake our current ones into the newly released greensteels.

stellar. :rolleyes:

I just LOVE how these forums twist things around. He said deconstruct was not in the plan ... They still may be comeing out with a way to change them. What he said was ...

There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

AND THAT IS IT. He did not say you had to use the medium or large ingredients to make green steel blanks. All he said is the horns will be used in the PROCESS. That process could be that you use a horn and various other ingredients to change your current green steel weapon into some of the "additional green steel weapon types available for creation".

Milolyen

Angelus_dead
05-15-2008, 02:23 PM
as i stated coding is easy (obviously only for those who are trained as programmers) , but getting any feature into any piece of software should not be, at least from the perspective of following all the steps required to get that change scheduled and properly documented, programmed, QA'ed and deployed.
No. Getting some kinds of changes into software should be easy, depending on the nature of the change. If the change is actually just disabling a feature instead of really adding something, then really there is no excuse for the foundation design to have not included a fast and easy way to do this.

Ideally, it wouldn't even require the intervention of any developer at all. It would be a task your server admin could handle. Temporarily suppressing an item from the loot table is something that should've been planned for, just like individual quests or spells should also be easy to deactivate if it turns out they had accidently been make exploitfully overpowered.

For example, right now there's a certain list of spells which have no important purpose in gameplay, but can be used to exploit a high-end raid. They should be able to deactivate the use of those spells until the bugs they provoke are fixed. It's not rocket science- it's baseline flexibility.

Magnyr_Delorn
05-15-2008, 02:36 PM
Which is why I would be so ****ed off because I didn't hold off on making my rogue a radiance II short sword. I had to GRIND for 6 weeks to get the necessary ingridents, and that's running multiple toons. I really wanted to make a rapier or a light pick. It would be a total FU to everyone who has made an item like this if there is no way to change it.



because I didn't hold off on making my rogue a radiance II short sword.


because I didn't hold off

It's not Turbine's fault that you were impatient, and that goes for all of you. I want all the weapon types to be released, and I don't feel the need for Turbine to implement a de-crafting process. Be careful with how you craft, and you'll be fine.

Josh
05-15-2008, 02:37 PM
Note that for radianceII, picks are inferior to swords. A pick attack would only trigger the blindness effect half as often as a sword, which sacrifices most of what makes the weapon great.


That is a matter of opinion. When compared on paper, this is correct, but in the hands of a rogue this gap closes dramatically. If I use a weakening of enfeebling ss with that pick on my rogue, the mob will be in autocrit pretty soon anyhow when crippling strike is considered. Sure, it will trigger 10% less of the time under normal circumstances. That would of course be a consideration, but at least I would like the choice to make. Choices, the exact thing that the devs seem to NOT want to give us.

As I said before, if they implement this change the way I believe they are (with no ability to re-create your items already made) then that's the last straw for me.

ArkoHighStar
05-15-2008, 02:39 PM
No. Getting some kinds of changes into software should be easy, depending on the nature of the change. If the change is actually just disabling a feature instead of really adding something, then really there is no excuse for the foundation design to have not included a fast and easy way to do this.

Ideally, it wouldn't even require the intervention of any developer at all. It would be a task your server admin could handle. Temporarily suppressing an item from the loot table is something that should've been planned for, just like individual quests or spells should also be easy to deactivate if it turns out they had accidently been make exploitfully overpowered.

For example, right now there's a certain list of spells which have no important purpose in gameplay, but can be used to exploit a high-end raid. They should be able to deactivate the use of those spells until the bugs they provoke are fixed. It's not rocket science- it's baseline flexibility.


You are confusing the ability to do so with the desire to do so. turbine has shown that they can turn off quests quite easily with a flag, they just haven't done it in a while. Shutting off spells because they can be exploited is like nuking the site from orbit, sure it works, but what about all the people who use pets legitimately. Many items have been surpressed from the loot tables like the spell storing rings, we do not know the mechanism that they used to disable them, you simply assume they had to do it the hard way.

Its obvious that you have never had to endure rigourous change management procedures, because you woudl know that even a small change to a registry setting usually goes through a whole approval process and scheduling, with approved down time etc.

Turbine biweekly server maintanance makes no code changes, but I bet on occasion they install OS and hardware patches, all of which have to be installed on test hardware and approved for production prior to any downtime being presented. Since Turbine is a publicly traded company they probably have to follow SOX guidelines and get audited on their change management procedures and their adherance to guidelines for seperation of duties etc. All these things make no change to a system simple and quick, it just does not work that way in large scale operations.

Josh
05-15-2008, 02:41 PM
Plus the light damage doesn't scale with crit modifier, so you're actually better off with a larger crit range to deal more damage.

But then, maybe you wanted a pick for a different weapon effect.


You also get other weapon effects when you make a Radiance II weapon, either good burst / fire burst and fire blast. Those effects DO scale with crit multiplier.

All that is irrelevant however. Perhaps I want to dual wield radiance II weaps? A rapier with a pick, a short sword with a pick? That's a potent combo. Like I said before, I would have at least liked to have the option to make those items. Glad that the devs decided what was best for me...for me so I didn't have to think for myself.

Josh
05-15-2008, 02:42 PM
We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.


Great decision! Give us half-assed implementation and then half-assed fixes for said bogus content. How can you justify this? This is a big FU to everyone. Hope you realize that.

Angelus_dead
05-15-2008, 02:44 PM
It's not Turbine's fault that you were impatient, and that goes for all of you. I want all the weapon types to be released, and I don't feel the need for Turbine to implement a de-crafting process. Be careful with how you craft, and you'll be fine.
It's a game. It's supposed to be fun.

Being "patient" for new loots that have never been announced or even hinted at is not fun.

If they had responded to the introduction of module 6 with a comment like "there will be axes and rapiers someday" or even "maybe in the future we'll add better kinds of green steel items", then at least the patience would have some realistic reasoning behind it. Although it still wouldn't be fun.

Angelus_dead
05-15-2008, 02:51 PM
This is a big FU to everyone. Hope you realize that.
More precisely, it's saying "Those of you non-khopesh users who made tier 3 shroud weapons have been wasting your ingredients"

For another comparison, look at module 4 and the Dragonscale armors it introduced, which cost 25 scales. Suppose in module 5 they had cut the cost to 10 scales- understandably, players who had recently purchased dragonscale armor would be upset at that, and many of them would demand a rebate of some kind. Changes of that nature are simply a bad idea for game designers.

In the real-world, companies who make a broad change like this without offering a rebate for the difference soon find themselves in a class-action lawsuit. And they lose.

Gratch
05-15-2008, 02:53 PM
No. Getting some kinds of changes into software should be easy, depending on the nature of the change. If the change is actually just disabling a feature instead of really adding something, then really there is no excuse for the foundation design to have not included a fast and easy way to do this.

Ideally, it wouldn't even require the intervention of any developer at all. It would be a task your server admin could handle. Temporarily suppressing an item from the loot table is something that should've been planned for, just like individual quests or spells should also be easy to deactivate if it turns out they had accidently been make exploitfully overpowered.

For example, right now there's a certain list of spells which have no important purpose in gameplay, but can be used to exploit a high-end raid. They should be able to deactivate the use of those spells until the bugs they provoke are fixed. It's not rocket science- it's baseline flexibility.

You're talking about dynamic disabling in a huge database system in an MMO with client and server code sides. Are you disabling these spells for monsters too or just players? Are you pulling them off hotbars or graying out? There's probably another 10 modifiers to "disable" that we don't know about. You just disabled a spell a bunch of sorcs have. Better give them respec tokens.

I would guess there are some simple aspects of the game (quest entry allowed) that do have these dynamic disables possible - since we've seen them. I don't believe that item or spells could be ascribed to being as "simple" as you make them. Even you can concede that something from our perspective as "simple" as dragonshard fragments currently lag up the game something serious when they get picked up. If this could have been "simply" fixed in the last hotpatch I think we would have seen it eons before removing horns from the shroud ingredient table.

Milolyen
05-15-2008, 02:55 PM
Great decision! Give us half-assed implementation and then half-assed fixes for said bogus content. How can you justify this? This is a big FU to everyone. Hope you realize that.

WOW dude. First of all calm down and take a deep breath. Then did you even read his first post about the horns and such in this thread? He said there is a PROCESS that creates new green steel weapon types. He did NOT say how this process worked or what it involved other than the splintered horns.

That process could very well involve changing your current green steel items and makeing them INTO the new type. WE DON'T KNOW YET. All he said there was that there is not a current way to "deconstruct" them.

Milolyen

dragonoffrost
05-15-2008, 02:56 PM
It's a game. It's supposed to be fun.

Being "patient" for new loots that have never been announced or even hinted at is not fun.

If they had responded to the introduction of module 6 with a comment like "there will be axes and rapiers someday" or even "maybe in the future we'll add better kinds of green steel items", then at least the patience would have some realistic reasoning behind it. Although it still wouldn't be fun.

My patience does have some realism basis... They said this was a prototype. So like I said before no scimitar for my paladin no crafted weapon yet. Those who did craft did so with the knowledge that the system could be changed.

Krago
05-15-2008, 02:57 PM
In the real-world, companies who make a broad change like this without offering a rebate for the difference soon find themselves in a class-action lawsuit. And they lose.

So if I only paid $20 for this game while you paid $40, that entitles you to a $20 rebate? Doubtful that you would win the class-action lawsuit.

PhoenixFire31
05-15-2008, 03:02 PM
So when I buy a new car this year, and they improve it next year, I should go back to dealer and demand a new one cause they made mine obsolete, right?:rolleyes:

Aspenor
05-15-2008, 03:04 PM
I would be extremely surprised if axes, rapiers, etc. were put in for Mod 7. I've been surprised before...once...maybe?

maddmatt70
05-15-2008, 03:12 PM
We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.

I seem to recall reading somewhere that Turbine was planning to have deconstruction for mod8. Maybe this was more in regards to crafting then green steel weapons as I can't recall the specifics.

Laith
05-15-2008, 03:12 PM
I just LOVE how these forums twist things around. He said deconstruct was not in the plan ... They still may be comeing out with a way to change them.What'd i twist?

They've more than said that IF they come out with a way to deconstruct greensteels, it'll come AFTER everyone decided whether or not it was worth remaking their weapons with this new mod7 batch.

Basically, it's not really going to matter much if they ever do: because Shroud will no longer be the primary raid.

maddmatt70
05-15-2008, 03:14 PM
What'd i twist?

They've more than said that IF they come out with a way to deconstruct greensteels, it'll come AFTER everyone decided whether or not it was worth remaking their weapons with this new mod7 batch.

Basically, it's not really going to matter much if they ever do: because Shroud will no longer be the primary raid.

It will matter if they continue to utilize craftable raid loot in the future raids. They have said that 1 of the 2 raids in the next mod will have craftable raid loot.

PhoenixFire31
05-15-2008, 03:15 PM
It will matter if they continue to utilize craftable raid loot in the future raids. They have said that 1 of the 2 raids in the next mod will have craftable raid loot.

um...where?:confused:

Laith
05-15-2008, 03:17 PM
It will matter if they continue to utilize craftable raid loot in the future raids. They have said that 1 of the 2 raids in the next mod will have craftable raid loot.only if this new raid also uses shroud ingredients... which is possible, but unlikely IMO.

Laith
05-15-2008, 03:29 PM
this whole situation gets even more entertaining when we find out that one of the new raids inevitably offers a magnificent set of goggles & they add amazing random effects to goggles because they realized that goggles have so few worthwhile affixes.

:D

ArkoHighStar
05-15-2008, 03:32 PM
um...where?:confused:

they didn't they simply said that there will be named raid loot in mod 7, whether that means that one raid will be traditional and one crafting is purely speculation, since they are keeping mum about pretty much anything to do with mod 7 we have no idea what they are planning. They did state that mod 7 would have deconstruction, but never said it would be for green steel items only loot.

maddmatt70
05-15-2008, 03:36 PM
this whole situation gets even more entertaining when we find out that one of the new raids inevitably offers a magnificent set of goggles. :D

The speculation is that the craftible raid will have at least armor and shields, but that is speculation by folks. There is also speculation that the shroud ingredients will be just for the shroud because Turbine will want us to acquire a different set of ingredients. Finally, this is as much about the mechanic for craftable raid loot - the odds are from a design/programming standpoint that once they have deconstructable craftable raid loot all raid loot in the future will be like that and possibly this will apply to old craftable raid loot. By the way old raid loot is still valuable such as the delving suit, freedom of movement boots, and even the sos somewhat and that is 2 years old - it may not be valuable for much longer of course but old raid loot does have a decent half life anyway.

maddmatt70
05-15-2008, 03:37 PM
they didn't they simply said that there will be named raid loot in mod 7, whether that means that one raid will be traditional and one crafting is purely speculation, since they are keeping mum about pretty much anything to do with mod 7 we have no idea what they are planning. They did state that mod 7 would have deconstruction, but never said it would be for green steel items only loot.

they said two new raids next mod one using craftable raid loot and one not.

Cowdenicus
05-15-2008, 03:37 PM
There will be additional Green Steel weapon types available for creation in module 7.

Splintered Horns will be used in the creation process of these weapons.

Any hints on what these would be?

Picks, rapiers and maybe an axe or two (but axes are not that important, at least to me) would be great.

Krago
05-15-2008, 03:39 PM
If they bring in axes, rapiers etc, great. I will make one and add it to my arsenal. But by the time I acquire enough resources Im sure there will be even better weapons available so who cares if you could have made a green steel axe instead of a short sword.

Angelus_dead
05-15-2008, 03:41 PM
So when I buy a new car this year, and they improve it next year, I should go back to dealer and demand a new one cause they made mine obsolete, right?:rolleyes:
Of course not. That comparison is completely inapplicable.

Automobile functionality is limited by constraints of real-world physics and economics. If next year's models are superior, it will be due to underlying advances in technology or building/purchasing methods.

But the difference between a Green Steel Rapier and a Green Steel Shortsword is completely arbitrary. If Turbine had wanted axes and rapiers to be part of Shroud choices, they could have done so as soon as module 6 was released, for a completely trivial amount of work. Car designers have an excuse that so many factors are outside of their control.

ArkoHighStar
05-15-2008, 03:49 PM
they said two new raids next mod one using craftable raid loot and one not.

where? The only quote i know of is from DDOCast chat that confirmed named raid loot for mod 7

PhoenixFire31
05-15-2008, 03:50 PM
they said two new raids next mod one using craftable raid loot and one not.

Again...where? got a quote?

maddmatt70
05-15-2008, 03:53 PM
Quotes.. you guys go hunt for it.. This forum thing is a mess..

Cowdenicus
05-15-2008, 03:56 PM
Quotes.. you guys go hunt for it.. This forum thing is a mess..

and the LAG of the search function, /shudder

Angelus_dead
05-15-2008, 03:56 PM
where? The only quote i know of is from DDOCast chat that confirmed named raid loot for mod 7
That was from a developer post on this forum (http://forums.ddo.com/showpost.php?p=1689375&postcount=3)

PhoenixFire31
05-15-2008, 03:57 PM
Quotes.. you guys go hunt for it.. This forum thing is a mess..

no proof, just your own speculation...thought so.:rolleyes:

ArkoHighStar
05-15-2008, 04:00 PM
That was from a developer post on this forum (http://forums.ddo.com/showpost.php?p=1689375&postcount=3)

I stand corrected

Cowdenicus
05-15-2008, 04:03 PM
no proof, just your own speculation...thought so.:rolleyes:

because he wont hunt down the quotes...... you could do it yourself you know.

ArkoHighStar
05-15-2008, 04:11 PM
because he wont hunt down the quotes...... you could do it yourself you know.

I did and there is no mention of crafting for raid loot in mod 7 that I could find, but as A_D posted there is a very concise quote from Theragrim that there would be named raid loot in mod 7.

Gratch
05-15-2008, 04:16 PM
I've seen:

Mod 7: 2 raids (with named loot) as well as a 12-player outdoor (cavern) area. (Tolero's picture thread)
Mod 7 & 8: general crafting system with deconstruction and player crafted items (the word raid-item was not mentioned in connection with this crafting) - most of this is probably Mod 8. (TenTonHammer Kate interview and DDOCast AskTheDevs)
Mod 7: Horns will become useful. (DDOCast AskTheDevs and this thread)

Eladrin's updates today said that horns will be used for both more greensteel weapon types (my money is on at least Kama or Qstaff given the topic he's responded to) and something else.

That said, I do know of at least a few players who are hoarding Larges in case one of their preferred weapons are added in Mod 7 as green steel items.

I am guessing the value of larges will increase with Mod 7 given fewer characters will be running the shroud due to new content and a new class. I'm planning to hold at least some larges in case something I really want to create is added.

Borror0
05-15-2008, 04:21 PM
they said two new raids next mod one using craftable raid loot and one not.

No, they didn't. They said two raids, and they said there will be normal raid loot in Module 7.
Never did they mention crafted raid loot in Module 7. If so, quote please.

juniorpfactors
05-15-2008, 04:25 PM
Module 7 and More: A Chat with Kate Paiz


Players have more than just the wish spell to look forward to past module 7. In module 8 players will get to repay the denizens of Shavarath for their invasion when they’ll get to go to Shavarath themselves. And players can also look forward to the full implementation of the crafting system which will be broadly applied to equipment, not just weapons and will also feature a deconstruction/construction element where players can take apart old gear to make new stuff.



Article By: Keith Cross
Created On: April 16, 2008

maddmatt70
05-15-2008, 04:36 PM
No, they didn't. They said two raids, and they said there will be normal raid loot in Module 7.
Never did they mention crafted raid loot in Module 7. If so, quote please.

bah quotes smote.. ..

Coldin
05-15-2008, 04:37 PM
Module 7 and More: A Chat with Kate Paiz


Players have more than just the wish spell to look forward to past module 7. In module 8 players will get to repay the denizens of Shavarath for their invasion when they’ll get to go to Shavarath themselves. And players can also look forward to the full implementation of the crafting system which will be broadly applied to equipment, not just weapons and will also feature a deconstruction/construction element where players can take apart old gear to make new stuff.



Article By: Keith Cross
Created On: April 16, 2008

That whole article was confusing because the author kept saying Mod 8 for things that were said to be coming Mod 7. So, if any of that is supposed to come Mod 8, and not Mod 7, there's really no way to tell without the Devs just coming right here and saying "Yes, this is in for Mod 7," or "No, that's for an update in the future."

juniorpfactors
05-15-2008, 04:41 PM
That whole article was confusing because the author kept saying Mod 8 for things that were said to be coming Mod 7. So, if any of that is supposed to come Mod 8, and not Mod 7, there's really no way to tell without the Devs just coming right here and saying "Yes, this is in for Mod 7," or "No, that's for an update in the future."

so true...mod 7/ mod 8/ mod 7 / mod 8.....that guy didnt know what 7 or 8 was ...not sure he even know what a Mod is LOL

I posted it in hopes a DEV would clear up that guys confusion

jrp

debo
05-15-2008, 05:17 PM
There will be many additions made to various systems over time, including the Shroud Green Steel system.

Is that the title?

Drider
05-15-2008, 06:57 PM
I seem to recall reading somewhere that Turbine was planning to have deconstruction for mod8. Maybe this was more in regards to crafting then green steel weapons as I can't recall the specifics.


What you read was that we would, maybe, have the ability to deconstruct magic items.. those being the ones we loot out of chests for crafting components. Never once did green steel or the new raid loot get mentioned, except by other forum posters.

Jaywade
05-16-2008, 01:01 PM
However radianceII isn't the only thing on weapons that are crit based. the Elemental burst/blast dmg goes off of the crit multiplier which is superior on picks. Say a Mineral 2 pick would be superior to a mineral 2 shortsword. Then with radianceII I would much rather have a rapier than a shortsword and if I where to have created a shortsword because at the time it was my best choice out of what was given to me it would be pretty messed up not to give me a way to make it a rapier instead. Then what about all those that pioneered the crafting system for the rest of us and ended up creating items they would not have wanted knowing what we know now? Would be a slight kick in the teeth to them as well.

Milolyen

are you serious? ....anyone that made a radiance short sword would be happy to now have the ability to now make a raiper ...that's no kick in the teeth that's the game growing and changing.... and by the way I'm sure those that set out to get information fo rthe rest of us already have itme they won't or don't use now at least they might have the ability to make one they can and will...... again I don't see the kick in the teeth you speak of

Mindspat
05-16-2008, 01:41 PM
We have not stated that there will be any form of deconstruction for green steel weapons at this time.

There will be many additions made to various systems over time, including the Shroud Green Steel system.

Specifically meaning NOT "Green Steal". I also recall seeing mention that items would be descontructed for mod 7. I took this as general items and again, NOT Green Steal.

Coldin
05-16-2008, 02:07 PM
Specifically meaning NOT "Green Steal". I also recall seeing mention that items would be descontructed for mod 7. I took this as general items and again, NOT Green Steal.

And I kinda figured the whole system would be interconnected, and deconstruction in one type of crafting would mean the ability to deconstruct in ALL types of crafting, including "Green Steel". It would be very bad form if horns gave the ability to craft axes and rapiers without giving the ability to take apart existing weapons that a player may not want when given the option of these weapons.

But, if all horns do is make Kamas and Quarterstaves, then I don't really mind that I can't deconstruct my greensteel items.

KelWayne
05-18-2008, 12:36 PM
*cough, ahem*... Heavy Repeaters

mehlinda
05-18-2008, 01:06 PM
Excellent responses Eladrin.

So we're agreed (ed: Gratch's conjecture here), medium splintered horns which have similiar/less value than funk, etc can be used to make new green-steel weapons.

Large splintered Horns that were acquired in the much tougher portion of the shroud can be traded in as a 2 for 1 wild card for any other large ingredient. For me and many others I know. 2 Large Horns = 1 Large Scales. Excellent. (Ed: positive thinking here - read Eladrin to know what he's actually saying)

Or better summed up:


Why would anything less than a 1 for 1 swap for random ingredients be acceptable? The loot table generated an ingredient and we instead got something not intended for mod 6. We should have had an ingredient. I am holding currently 35 large and 94 medium horns, none of which was bought or passed in the chest or traded for in any way. The mediums are really no big deal to me but there are nearly 2 quasi's worth of horns sitting in my bags hoping to become what they should have been in the first place. I see no reason I should have to trade them for less than face value. I have high hopes for the " other" uses for splintered horns.

Darkwolf1071
05-18-2008, 07:14 PM
I've got 2 combat toons, my generic slashy tank and my axe-specced dwarven tempest. While I would have liked to build my tank a greataxe, they weren't available and I settled for a greatsword. No biggie. Will I rebuild as a greataxe should they become available? Nah, not that big a deal. OTOH, there was no way I was going to make anything other than axes for my tempest's melee weapons. Made him a bow, and am hoping that axes become available at some point in the future.

Meaning? If a specifc type of weapon was THAT important to you, it was worth waiting for. If you made something else, it wasn't that important. Quit whining.

Deragoth
06-02-2008, 12:52 PM
I liked the title so much... and I haven't seen a definitive answer yet...

Does anyone know what the new Greensteel weapons will be, yet?

Milolyen
06-02-2008, 01:09 PM
I liked the title so much... and I haven't seen a definitive answer yet...

Does anyone know what the new Greensteel weapons will be, yet?

The developers have already stated back when monks first made it to the WDA that Greensteel Kama and Q-staffs where being put into the greensteel list. Other than that no they have not stated what will be put in.

Milolyen

aurus33
06-02-2008, 03:05 PM
We've got other plans for splintered horns as well.

I heard that you could use the horns to increase your mic gain!

But who knows... I might just go and plug mine...

Garth_of_Sarlona
02-02-2009, 01:11 PM
bump for posterity

Garth

Mhykke
02-02-2009, 01:17 PM
Thought this exchange was interesting:


Wait a minute, hold up.

I hate to put a damper on the fun.....

I may be wrong here, kind of tired right now.......but it sounds like to me that ingredients I get in the shroud (horns) will be used to make greensteel blanks? Soooo, instead of getting ingredients in the shroud (like scales/chains/etc.) that I can use to upgrade items, I have been getting items (horns) that will be the equivalent of funk/twigs/pebbles/etc.? If so, not a happy camper.


We've got other plans for splintered horns as well.

Lorien_the_First_One
02-02-2009, 02:14 PM
Thought this exchange was interesting:

Thanks for necroing this...So Eladrin, how are those other uses comming?