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  1. #21
    Founder Delzon's Avatar
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    I loved the way SWG did crafting, it was hard and took a long time to get to master but you then had the skills to make some great stuff. They also made it so you could make an item with crappy material and get a so-so item, or spend the time getting better quality material and make an item worthy of a master. This is what I really enjoyed about crafting was making an item worthy of the effort I put into gaining the skill, and unlocking how to make that item the best it could be. I hope that DDO doesn't make it a "hand it to the npc mix in a little cash" out drops an item.

    Maybe they will introduce the artificer class and only they can craft items? It would make people roll up another character, I would do that. So many things they could do but I bet it's a long way off.
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  2. #22
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Raelg14 View Post
    I think if implemented right crafting can be very challenging and rewarding at the same time. I played SWG and initially they had one of the most complex yet fun crafting systems implemented, IMHO. It was very rewarding to try to find/buy/collect/mine/build the resources and items needed to create the best items your could find. And before they "fixed" i.e dumbed down the crafting system you could have crafted items equal to and in some cases better than looted items. And yes it was a time sink, especially the time and grinding needed to get to a Master Crafting profession. But once you got there and started expanding your business, it was fun. Granted its not everyones cup of tea, however I think implemented properly it could be fun.
    I have a frield who told me in detail how exciting SWG crafting was. He described it in painful detail....grind...grind...grind... He had a couple bots set up while he was at work to grind for him.

  3. #23
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by jjflanigan View Post
    I cannot understand this statement. Adding in crafting into the game would "normalize" things more than increase the gap between the haves and the have-nots. You don't want to run PotP a bajillion times to try to get that nice weapon? Ok, now you can run other quests to collect the components and have that nice weapon crafted for you. It would enable those who do not have the time to do weekly loot runs of all the key quests the chance to get some nice gear. Also, since you would get to choose what bonuses the item has you won't have to worry about spending all that time to running and still getting a +5 longsword of wussiness.
    Nope, it would just mean those with the time to find uber items now will be able to exploit the crafting system to a greater extent than the non casual players.

  4. #24
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    Quote Originally Posted by Lorien the First One View Post
    Nope, it would just mean those with the time to find uber items now will be able to exploit the crafting system to a greater extent than the non casual players.
    Well at least you are staying positive about this.
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  5. #25
    Community Member HFGfeather's Avatar
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    I loved Tradeskills in EQ I wanted to be the best in all the trade crafting. Being a Master at something was a matter of pride. Some people did not do tradeskills which we would call crafting here. Yes, it took a lot of time to get the rare materials to do the really great crafting. But the fun was in finding the books about how to make something then finding the materials to make it.

    At level 4 I talked with an NPC who told me a story about a wonderous robe I could make from the silk of a very rare spider. I worked on making that robe till I was level 66 and could never get my tayloring skills up high enough to make the robe. I hope they don't go to that extream with the crafting. But look at the fun I had just trying to do what seemed impossible. You would not believe how involved that quest was and no one on that server had ever made the robe when I left EQ. I had read where It was made on one of the other servers so I knew it could be done.

    Now you can say crafting is a waste of time if you want. But isn't game playing in itself basically a waste of time in some peoples eyes?

    I did not mean to open Pandora's Box all I wanted to know is if the Devs were at some point going to impliment crafting. And maybe in the near or far future. Say 6 mo, a year, 2 years, I heard that it might be implimented this fall. Is this true??? But I didn't want to start a rumor. So with no answer from the Devs the rumor is started.
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  6. #26
    Founder & Hero jjflanigan's Avatar
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    Quote Originally Posted by Lorien the First One View Post
    Nope, it would just mean those with the time to find uber items now will be able to exploit the crafting system to a greater extent than the non casual players.
    I can't argue that fact, because it's been proven time and time again in every MMO.

    However, I believe I didn't make my point very well.

    Current Incarnation:

    Player A runs a quest 10 times and gets horrible loot luck each run - has 0 "uber" items
    Player B runs a quest 200 times and gets 3 "uber" pulls -- has 3 "uber" items


    With crafting in place:

    Player A runs a quest 10 times and gets horrible loot luck each run -- has 1 "uber" item crafted with the cast offs

    ...doesn't matter what player B gets, player A is already better off.

    Already, player A is better off than before. The "haves" may have more, yes, but the have-nots will turn into "haves". I don't believe it matters that player B has 5 banishers and player A has 1 banisher. The only thing that matters is player A now has the opportunity to have a banisher that they didn't have in the past.

    That's what I meant by normalizing -- the have-nots become the haves and the haves just become the...have mores. Having more doesn't matter, though, so it evens out the playing field a bit for people who previously lacked the opportunity to run a quest into the ground until they got good pulls.

  7. #27
    Community Member Standpoint's Avatar
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    This is just my opinion, but there is NO WAY they are going to allow players to create banishers, paralyzers, etc. More likely you will be able to create straight +1 to +5(?) weapons. The game balance would be thrown even more far off than it is currently.
    Last edited by Standpoint; 09-06-2007 at 05:14 PM.
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  8. #28
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    I guess my point is that I just don't have enough time to waste running extra quests just to pick up stuff so that I can spend even more time sitting around making something. When I'm in the game, I'm running quests. When I have nothing to do, I log. That's it. If the things can be picked up during my regular questing, that is a little better than what I imagine, but I still am not going to spend even 5 minutes of my time pretending to make something.

    As Lorien pointed out, the same people who have time to do hundreds of loot runs to get the fancy stuff will still have time to do hundreds of errands and make hundreds of fancy things. And the people with better things to do with their time will be left out in the cold. I know that is a choice I make, but I just wish people in the higher levels would be less judgemental about those of us without toons that are twinked beyond recognition.

  9. #29

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    Quote Originally Posted by Standpoint View Post
    This is just my opinion, but there is NO WAY they are going to allow players to great banishers, paralyzers, etc. More likely you will be able to create straight +1 to +5(?) weapons. The game balance would be thrown even more far off than it is currently.
    For Crafting to work they need to have the players feel they made an accomplishment. Though I do agree with you about eh banishers, vorplas , etc, I think if they just let you make +1 - +5 Weapons, Crafting will fail.

    Plyaers need to feel they accomplished something, and that would not do it.

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  10. #30
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    In the other games you guys have played, do they allow crafted items to be sold/traded? That would go a long ways towards keeping this in line.

  11. #31
    Founder & Hero jjflanigan's Avatar
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    Quote Originally Posted by JelloMold View Post
    In the other games you guys have played, do they allow crafted items to be sold/traded? That would go a long ways towards keeping this in line.
    Yes -- that was actually one of the main purposes of it. A "pure crafter" would make their money by creating and selling gear off to those players that adventured.

  12. #32
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    Quote Originally Posted by jjflanigan View Post
    Yes -- that was actually one of the main purposes of it. A "pure crafter" would make their money by creating and selling gear off to those players that adventured.
    Now I really don't like the sound of this. No cash and no time. Gee, you suppose there is a correlation?

  13. #33

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    Quote Originally Posted by Standpoint View Post
    This is just my opinion, but there is NO WAY they are going to allow players to great banishers, paralyzers, etc. More likely you will be able to create straight +1 to +5(?) weapons. The game balance would be thrown even more far off than it is currently.
    I agree it would throw off the game balance. However look at PnP. There is a lvl 6 artificer infusion (artificers get lvl 6 infusions beginning at lvl 14) called greater weapon augmentation that allows the artificer to enhance a weapon to the point of making it a vorpal. That's without crafting, just cast their little infusion on the weapon like a wizard casting mass suggestion and ding! vorpal. That infusion lasts 10 minutes per level.
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  14. #34
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    Default High end items...

    I dont agree that crafting wouldn't allow for the creation of banishers, disruptors and the like...

    If they expect anyone at all to do crafting it will have to be capable (not easy) to create items that rival the potential loot. Otherwise, who would do it? The difficulty is finding a balance in the difficulty to create a great item. This may be the reason it is taking so long to have this added to the game.

  15. #35
    Community Member Standpoint's Avatar
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    Quote Originally Posted by Ghoste View Post
    I agree it would throw off the game balance. However look at PnP. There is a lvl 6 artificer infusion (artificers get lvl 6 infusions beginning at lvl 14) called greater weapon augmentation that allows the artificer to enhance a weapon to the point of making it a vorpal. That's without crafting, just cast their little infusion on the weapon like a wizard casting mass suggestion and ding! vorpal. That infusion lasts 10 minutes per level.
    Then maybe a solution would be to make the enhancements on the item 'clickies'. Sounds silly, but maybe they could work like attack bonuses for palidens, etc. though instead you have 20 seconds of vorpal.........
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  16. #36

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    Quote Originally Posted by Dharma View Post
    I dont agree that crafting wouldn't allow for the creation of banishers, disruptors and the like...

    If they expect anyone at all to do crafting it will have to be capable (not easy) to create items that rival the potential loot. Otherwise, who would do it? The difficulty is finding a balance in the difficulty to create a great item. This may be the reason it is taking so long to have this added to the game.
    In most MMOs (In My experience, have not played them all) WHat drops from quests is mostly better then what you can make. But there needs to be a balance.. If crafting is too weak people will be upset. if crafting is too powerful it has the potential of unbalancing the game.

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  17. #37
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    Default Balance is the issue

    I definately agree I wouldn't want a crafter making an item better or equal to my nice raid loot that it took 15 reaver runs to get. But I wouldn't mind a crafter being able to match the banisher that I personally have pulled many of in the past several months.

    Obviously there are pro's and con's to everything. I think they should make it possible to make very high end gear just have it be equally difficult to looting that same gear.

    It took me 6 months before I pulled a vorpal and have only pulled 2 since I have been playing this game. So if a crafter could make a vorpal every week it would be bad for the game... But if someone dedicated to crafting could have the chance to craft a vorpal every month say (low chance of success). Such that the success rate is in line with the chance of me or anyone else pulling one, great more power to them.

  18. #38
    Founder Aesop's Avatar
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    Check out item crafting in PnP. things have minimum level requirements. Just because you have the ability to craft an item does not mean you can craft every item.

    You want to make that Vorpal? Caster Level needs to be 18

    Want to make a straight +5 weapon Caster Level 15

    That Disrupter CL 14


    and that is all subject to DM approval also. I could see a Banisher being something like a CL 15-17, Disrupter moved up to a CL 15-17.. in fact I could see all of the Big 5 WEapons requiring special components, a lot of time, a lot of cash, and a high CL.

    but then again I've outlined what I think they could do for crafting in a number of threads... and I don't want to again. you want to know what I said look up the Thread "Thoughts on the Future"

    Oh and personally I didn't really like the crafting in SWG. I got bored. It was too much the focus and I had to be on pretty much every day. I don't like that, it felt too much like a job and became not something I did for relaxing.

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  19. #39

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    Here Is some Pre-reg stuff. From D&D to give you an idea if they went to a similiar way for Crafting.

    Disruption: Caster Level (CL) 14, Craft magic Arms and Armor (Feat) And can Cast Heal

    Banishing: CL 13, Craft magic Arms and Armor (Feat) and cast spell Banishment

    Paralyzing: CL 10, Craft magic Arms and Armor (Feat) and cast Hold Monster

    Smiting (Based on Mace of Smiting): CL 11, Craft magic Arms and Armor (Feat) and can cast disintergrate.

    Vorpal: CL 18, Craft magic Arms and Armor (Feat)Can cast Circle of Death & Keen Edge.


    It will be awhile before anyone can craft Vorpals

    Edit: DOH!.. Aesop beat me to it.
    Last edited by dragnmoon; 09-06-2007 at 05:56 PM. Reason: DOH!

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  20. #40
    Founder Aesop's Avatar
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    Is all good Dragn

    Aesop
    Rule 1: Don't sweat the small stuff
    Rule 2: Its all small stuff
    Rule 3: People are stupid. You, me everyone... expect it
    more rules to come in a different sig

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