R.I.P. Xoriat 8/2/07 ______________[]Ninja Posts:726.5 bunninja is watchingInformation from devs ______________Member of Cupcake's Muskateers!____/wearing a Jiffy Pop pan tinfoil hat made by shecky
R.I.P. Xoriat 8/2/07 ______________[]Ninja Posts:726.5 bunninja is watchingInformation from devs ______________Member of Cupcake's Muskateers!____/wearing a Jiffy Pop pan tinfoil hat made by shecky
R.I.P. Xoriat 8/2/07 ______________[]Ninja Posts:726.5 bunninja is watchingInformation from devs ______________Member of Cupcake's Muskateers!____/wearing a Jiffy Pop pan tinfoil hat made by shecky
Shecky, you say that easy access to a min level 14 item of your creation by a master crafter will marginalize questing, but really, is anybody still questing? As far as i know everyone is either looting, or powerleveling so they can loot. i would welcome crafting if for no other reason than to give the game a little depth.
READ ME NEW PLAYERS!!!
Aeneas - Boosterseat - Eulogy - Diminutive - Moths
I am a true fanboi of the idea of crafting and with respect to the PnP rules i think it's great. With a MMO things truly do become complicated.
I agree that their should be a wait time. I agree their should be an inflated gold and xp cost do to how DDO was created and is run now. I agree their should defintely be level limits like we currently have for a given weapon + associated with a given minimum level.
In addition to just following the PnP crafting rules why don't we require a couple things extra (because all the previous stuff everyone has done and is chomping at the bit to craft): Anything crafted needs material components. So a masterwork version is required, must get in game some how. Special qualities require special components. Maybe even a special quest to unlock something like say Paralyzing or Holy Burst. And finaly to help curb any craziness that insues crafted items need to have some kind of bound aspect so at the very least you cannot transfer them between accounts, maybe even characters.
So here is how my idea would play out. My level 8 ftr wants a +2 flaming burst of pure good longsword. He would have to gather the sword from either a quest or vendor or AH and deliver it to a crafter. Pay gold and xp to get it crafted. after waiting the game time necessary (not logged in real time) the item is crafted and bound to his account so the only people he can trade it to are his 'ancestors or relatives'.
Now, there was a previous suggestion that i saw that could be implemented with this as well. It required the components you wanted crafted must already be on a weapon that you posses and you would sacrifice to have put into one new weapon. Not only would that limit what is in game it would also make it easy to NOT bind the items because to create into the universe you are removing so extra stuff isn't being created from nothingness.
We could even require crafting checks to see if it succedes at all
Shawhan
Sorry, I should've been clearer: by "questing", I mean "getting out there and killing stuff, looting chests on the way to completing quests". Making top-level items freely available will turn even that into nothing but plat runs, because nothing in the chests will be worth more to the looter than its pawnshop sale value in plat so they can cough up the plat to the crafter to get +4 Uber Spankstick of Greater Awesomeness.
I don't know the solution to this, to be honest; I do like the idea of crafting (anything that keeps this game going is a good thing for the most part), but I'm deathly afraid that it'll turn us all into in-game plat farmers. There really needs to be some sort of governance system in place that will keep this from happening to any significant degree. I just wish I had some idea how.