Page 2 of 2 FirstFirst 12
Results 21 to 31 of 31
  1. #21
    2016, 2018 Player Council Member Ziindarax's Avatar
    Join Date
    Jun 2010
    Posts
    0

    Default

    Quote Originally Posted by Auran82 View Post
    We shall know more THOON™
    THOON™ may not be SOON enough for me. :P
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  2. #22
    2016, 2018 Player Council Member Ziindarax's Avatar
    Join Date
    Jun 2010
    Posts
    0

    Default

    For any and all recipes and components you find, please post a screenshot on this thread.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  3. #23
    Community Member MartinusWyllt's Avatar
    Join Date
    May 2010
    Posts
    1,541

    Default Crafting Levels

    I saw mention somewhere that skill in one area will make skill in the other areas harder to get or they may be capped.

    I hope this is not how it plays out. I'd just rather have 1 toon level crafting than have to juggle alts to make something....or trusting someone else to add an effect if there's a chance for destructive failure.

  4. #24
    2016, 2018 Player Council Member Ziindarax's Avatar
    Join Date
    Jun 2010
    Posts
    0

    Default

    Quote Originally Posted by MartinusWyllt View Post
    I saw mention somewhere that skill in one area will make skill in the other areas harder to get or they may be capped.

    I hope this is not how it plays out. I'd just rather have 1 toon level crafting than have to juggle alts to make something....or trusting someone else to add an effect if there's a chance for destructive failure.
    Practice in all 3 might help... unless the improvement of one detracts exp from the others, in which case I would be quite frustrated.
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  5. #25
    2016, 2018 Player Council Member Ziindarax's Avatar
    Join Date
    Jun 2010
    Posts
    0

    Default

    When the new build update is in, would anyone be so kind as to post screenshots of what the crafting system looks like, how much stuff would be needed to make what (speaking roughly that is)?
    Ziind Stargazer - Level 12 fighter/6 Barbarian/2 rogue Half-Orc (Neutral Good) - Formerly a level 20 Paladin Human - Orien

    Fernian Summer Carnival

  6. #26
    2015 DDO Players Council Seikojin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Ziindarax View Post
    I've watched the Fernando interview with Lore Hound, and I am rather curious as to how this system works in detail:

    1a. Does it work where you can add as many properties as you desire at the expense of an ever increasing minimum level (for example, you add a series of enchantments to a level 8 item, which then results in it becoming a level 20 item)?
    I am going to answer these with my power of guesstimate. From what I have seen mechanically and programatically in the game...

    I think it will have that to it. Since each prefix and each suffix has an item level modifier, it will increase the min lvl of the item. I am sure there will be limitations besides that as well (like one prefix and one suffix per item, etc).

    Quote Originally Posted by Ziindarax View Post
    1b. Or does it function similarly to Greensteel crafting wherein the item retains it's minimal level required regardless of how many times the item is upgraded?
    I think following the greensteel way COULD happen. By that, I mean, combinations of abilities could unlock new abilities.

    I think for GS, they may have special rules for item level adjustments.

    Quote Originally Posted by Ziindarax View Post
    2. Is there a fixed limit on the number of enchantments an item can have at any given time regardless of level? And if so, would one need to subtract existing enchantments in order to add a new one?
    I think there may be (see point to #1a above), and I think if you wanted to get rid of one, you would decon the whole item. Less bugs that way.

    Quote Originally Posted by Ziindarax View Post
    3. Could metallic properties (such as Metalline or Cold Iron) be taken from one weapon, and added to another?
    I am sure it will be. Either as base product, or as some component you can add in. I think it would not cout to the prefix or suffix limit. Then again, it may.

    Quote Originally Posted by Ziindarax View Post
    4. Could Enhancement bonuses (+1 through +5) be taken from one item and added to another, or is this enchantment "locked" to the item it is on?
    Yes. I think that is fact actually and was stated already in the interview and related discussion from devs on it.

    Quote Originally Posted by Ziindarax View Post
    5. Could items that have been bound to account still benefit from this deconstruction?
    Named items cannot be deconned. Also stuff players bind to themselves most likely have to be unbound before deconning them. At least, that is what it looks like from the interview and programatically speaking, I think it would help reduce bugs.

    Quote Originally Posted by Ziindarax View Post
    6. If there is a restriction on the number of enchantments a random-gen item could have, how will weapons with the Risia-festival enchantments be treated in this regard?
    I think all items will have a max item level limit, yes. That and I think enchantment types will be a restrictor (no slicing warhammers, right?) as well. Outside of that, I think you can probably do something like this:
    A+B+C+I+Z, where A = + Ehancement, B = Prefix, C= non-prefix item property, I= item type, Z= Suffix.
    They could add whatever they want to either end honestly. But I think it will and should have restrictions so you dont do something buggy like make an exploit item.

    Either way, I am pumped. I ♥ crafting.

  7. #27
    Community Member Neouni's Avatar
    Join Date
    Jul 2010
    Posts
    236

    Wink

    Very simple, think of the crafting system as a big euphonia's hat box.
    I'm guessing it will pretty much be the same in terms of changing the minimum level and adding effects.

  8. #28
    Founder Perceval's Avatar
    Join Date
    Feb 2006
    Posts
    148

    Default

    Quote Originally Posted by Neouni View Post
    Very simple, think of the crafting system as a big euphonia's hat box.
    I'm guessing it will pretty much be the same in terms of changing the minimum level and adding effects.
    I am thinking it will be more like the Shroud was at first. Experimentation to discover recipes and lots of failure wasting valuable crafting ingredients.

    Looks like the Stuff is all BTA which is a huge let down for me, because I really was going to try to put together a compendium of recipes using the help of my guildmates who don't want to craft.


    Quote Originally Posted by Phesic View Post
    I think a good term is "Nuber": A Newb who thinks he's uber.

  9. #29
    The Hatchery
    2014 DDO Players Council
    Backley's Avatar
    Join Date
    Sep 2009
    Posts
    172

    Default

    Quote Originally Posted by Perceval View Post
    Looks like the Stuff is all BTA
    The quest-specific Stuff is BTA, and essences from the DDO Store are BTA, but essences from chests were not bound.

    Of course, some/all of that could be different when this build come online.
    Author of Info Blue UI Skin (Really wish Turbine would update the skinning interface and enable all the new UI parts.)
    If you don't have an SSD, you should be using DDOPreload (fixes the slow first login issue)

  10. #30
    Community Member Rambin's Avatar
    Join Date
    Feb 2006
    Posts
    0

    Default

    Quote Originally Posted by Letrii View Post
    Here's hoping they follow DnD crafting rules.
    I know they won't be, and the players would not be happy if they did. It would make it so only people who could cast certain arcane or divine spells, and had taken the correct feat to craft magical items, weapons, or armor would be able to do any crafting (with the exception to non-magical crafting like tailoring, carpentry, etc. . .).

    Also, players would be upset if they had to pay a cost in plat and xp in order to craft a magical item. In Pen and Paper D&D, it costs a certain amount of gold as well as a certain amount of xp (often resulting in loss of level) per effect that is placed on a magical item (not to mention the amount of time that passes in game to create the item).
    Afra, Ashling, Myndia, Rambin, Rojer, Tirla, Xiong
    Member -Britches and Hose - A.K.A Fine Antique Legwear
    "There are only two things that are infinate. The universe, and human stupidity. Although I'm not sure of the first." -Albert Einstien

  11. #31
    Community Member Letrii's Avatar
    Join Date
    Jun 2009
    Posts
    2,035

    Default

    Quote Originally Posted by dkyle View Post
    Here's hoping they don't.

    Limiting it to casters, and requiring they spend feats on it, is a very bad idea in an MMO. We'd end up with Crafting-bots, while real characters would never craft.

    Spending just XP and plat would also be a bad idea, as both are extremely plentiful, and anyone at high level could trivially make any item if their costs are imported directly from the 3.5 PnP rules.
    I would assume they would add npcs you could hire to cast the spells or allow other players to help.

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload