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  1. #1
    Sketchy Adventurer Monroid's Avatar
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    Default Since we're adding this new Crafting style...

    And as Fernando Paiz said on the PAX interview, that an item will have a certain percentage of failure while being crafted, if it is an item of a higher level than your character, why can't we add the "Craft" skill to the game?

    Wouldn't be THAT broken, I suppose, the skill mod would maybe only contribute a bit to the percentage of success, and more skills means more love to the game, right?


    ------MASTER EDIT-------

    Wait, wait, I think I messed stuff up, I oughta read this file in the wiki regarding crafting xp

  2. #2
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by Monroid View Post
    And as Fernando Paiz said on the PAX interview, that an item will have a certain percentage of failure while being crafted, if it is an item of a higher level than your character, why can't we add the "Craft" skill to the game?

    Wouldn't be THAT broken, I suppose, the skill mod would maybe only contribute a bit to the percentage of success, and more skills means more love to the game, right?!
    It is much easier for them to implement the new system independent of other in-game effects, such as skills/feats/enhancements. Basically, it is a system inside of a vacuum - we input raw materials, we get manufactured ones, but nothing else we do matters to the "system". It's easier to code this way, I'd think.

    Hence... crafting "Levels". Also part of the system, also capable of being independently developed.

    Also, I'd say many would be against this change, because adding it as a skill means

    1. Getting a higher Int
    or
    2. Losing a current skill in place of Craft
    AND
    3. LRing any toons already capped to be competitive with newer toons in this system.

    So with that alone, I'd think the player base would say "no thank you".

  3. #3
    Community Member kernal42's Avatar
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    Quote Originally Posted by Monroid View Post
    And as Fernando Paiz said on the PAX interview, that an item will have a certain percentage of failure while being crafted, if it is an item of a higher level than your character, why can't we add the "Craft" skill to the game?

    Wouldn't be THAT broken, I suppose, the skill mod would maybe only contribute a bit to the percentage of success, and more skills means more love to the game, right?


    ------MASTER EDIT-------

    Wait, wait, I think I messed stuff up, I oughta read this file in the wiki regarding crafting xp
    The point of the proposed system is to totally separate "crafting ability" from a player's build, or "questing ability." Because the crafting is done outside of the quest, this is an excellent design decision.

    Requiring any form of build investment, be it stat points into intelligence and/or skill points into craft, will encourage people to make separate dedicated crafting toons. I know I don't want this, and I doubt you do too.

    Turbine has done well to keep crafting and build decisions entirely separate, so far.

    Cheers,
    Kernal

  4. #4
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    Kernal is bang on.

    The only thing I wanna see allowed to enhance crafting is rewards and loot.

    Now having a crafting set for easy swap of gear would be an added bonus

  5. #5
    Community Member megathon's Avatar
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    What would be nice also is that if crafting requires ingredients to be able to pull them straight from the bag instead of moving them from the bag to the inventory to the crafting device.

    Another thing would be able to use stacks at a time instead of to separate them because they have to go in one at a time.

  6. #6
    Community Member voodoogroves's Avatar
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    The ability to mix and match will be huge.

    - Buy your silver blanks now, your metallines, your goods and holy.
    - Buy your Sup Pot 6 scepters and your whatever-lore items to toss on your Kamas.


    I'd love to see the capability to shove another caster "feature" on a staff (3 instead of 2).
    Ghallanda - now with fewer alts and more ghostbane

  7. #7
    Community Member KreepyKritter's Avatar
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    The smart money is going to be put into picking up +5 blanks, and low level elemental/alignment effects now.

    Here's hoping the shards are BTA so that people aren't trading around crafting shards ... also, can we PLEASE make Khyber shards part of the crafting ritual? I've got a metric **** load of the things floating around on my toons.


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  8. #8
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    Quote Originally Posted by KreepyKritter View Post
    The smart money is going to be put into picking up +5 blanks, and low level elemental/alignment effects now.

    Here's hoping the shards are BTA so that people aren't trading around crafting shards ... also, can we PLEASE make Khyber shards part of the crafting ritual? I've got a metric **** load of the things floating around on my toons.
    I think they could make it 500,000 shards to add +1 enhancement to an item... and I think I could make several hundred +5 weapons... I am pretty sure that I have that many Khyber shards. If I don't, it sure feels like it.
    “He uses statistics as a drunken man uses lamp-posts - for support rather than illumination.” - Andrew Lang (1844-1912)
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  9. #9
    Community Member Geraldicus's Avatar
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    Do you think they'd keep greensteel items as is or include it among the various kinds of metals items can be enhanced with?

  10. #10
    Community Member Entelech's Avatar
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    From what the PAX rumormill says, materials are not added during crafting. If you want a Metalline Flametouched Iron Dwarven Axe of GEOB, you need to start with a Flametouched Iron Dwarven Axe.

    And, apparently, Greensteel is not included in the system. Randomly generated items only.

  11. #11
    Community Member donfilibuster's Avatar
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    You can actually buy khyber shards in a couple places, one is the portable hole (rather cheap) and another is the vendor in the shroud (rather expensive).

    Siberys shards are not sold, presumibly because the eberron books says they are being exported to Khorvaire.
    X'endrik is rich on shards, which is part of the trading ventures that fund Stormreach. The shards literally fall from the sky.

    As for greensteel, they said the crafting is meant to be expanded beyond u9.
    Rumours about greensteel deconstruction coming up in the future are growing because of this.

  12. #12
    Community Member Geraldicus's Avatar
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    What irks me just a bit about metalline is that it seems to work as an enchantment or enhancement on an item rather than being a material or metal, which to me seems what it should be.

  13. #13
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by Geraldicus View Post
    What irks me just a bit about metalline is that it seems to work as an enchantment or enhancement on an item rather than being a material or metal, which to me seems what it should be.
    Metalline is not a 'material', is a transmuting ability. See http://ddowiki.com/page/Metalline
    You can have metalline on top of a weapon made of some metal, hence the metalline flametouched weapons out there.

  14. #14
    Community Member Geraldicus's Avatar
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    I understand what you're saying, but in a world where a metal weapon can magically transmute itself so as to bypass the properties of other metals, why shouldn't the property be specific to an ultra-metal called metalline? In the vernacular of D&D or DDOspeak we refer to weapons being made of metalline even though this isn't technically what the designers etc. envision. As a word, "metalline" is simply made up out of thin air and there's nothing about it to inherently suggest the property of transmutation. If "metalline" was used to designate a specific metal rather than property a great deal of confusion would be resolved, though some may think that such a metal might be too powerful to also accomodate two echantments plus an enhancement

  15. #15
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    Default metalline/transmuting

    Actually they were originaly called transmuting weapons, but fo rwhatever reason they changed it to metalline.

  16. #16
    Community Member TheDearLeader's Avatar
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    Quote Originally Posted by kroogan View Post
    Actually they were originaly called transmuting weapons, but fo rwhatever reason they changed it to metalline.
    When they were originally transmuting, they also bypassed all alignment-based DR, as well.

  17. #17
    Community Member donfilibuster's Avatar
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    Quote Originally Posted by Geraldicus View Post
    I understand what you're saying, but in a world where a metal weapon can magically transmute itself so as to bypass the properties of other metals, why shouldn't the property be specific to an ultra-metal called metalline? In the vernacular of D&D or DDOspeak we refer to weapons being made of metalline even though this isn't technically what the designers etc. envision. As a word, "metalline" is simply made up out of thin air and there's nothing about it to inherently suggest the property of transmutation. If "metalline" was used to designate a specific metal rather than property a great deal of confusion would be resolved, though some may think that such a metal might be too powerful to also accomodate two echantments plus an enhancement
    Um, because there's no such ultra-metal invented yet? Let alone native to Eberron.
    There's many rare metals and weapon abilities in various d&d sources, but in general they behave more or less the same.
    Rare metals have a 'property' such as bypassing some dr or being more durable or weight less, etc.
    Weapon abilities are when you add some magic effect to the weapon that is appropiate for weapons.

    So nothing stopping the arcane crafters to add a transmuting magic to the weapon, but the best an alchemist has done creating new alloys is alchemical silver.

    I agree the word metalline is confusing, but so was transmuting, maybe metalmorphing, um, dun quite sound right.
    Still, both the confusion and the slang is all player made.

    Players may suggest 'convenient' changes but in the end the devs are the ones to bend the PnP rules, not us.
    They do so to fix things, the metalline makes as much sense as any other weapon enhancement, it's the way magic weapons are made.

    Otherwise we would speak of flaming metal from the plane of fire, etc.
    And there's plenty of existing rare metals and weapon abilities not in ddo that can be requested first to be added to DDO.

    On the other hand, however, the prefix and suffix is a DDO thing, a house rule and simplification.
    By D&D you should be able to add any magic you want to a weapon, which merely increase its cost.
    And by DDO rules, its minimum level too, afaik the new crafting system will still rely on prefix and suffix.
    Last edited by donfilibuster; 03-24-2011 at 05:43 AM.

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