Fair warning: This is going to be long.
As I've seen mentioned a few times already, I was under the impression from the comments Fernando made during the PAX interview that I would be able to take one of my items and be able to strip off one part of it to place on another item. If I had a +5 Vorpal Cold Iron Khopesh of Greater Construct Bane, I would be able to pick the +5, the Vorpal, or the Greater Construct Bane or I would be able to keep the Cold Iron Khopesh as a blank. It is unfortunate this isn't the case, however the depth of crafting we have been presented with is a great start: 225 levels of crafting as 75 each of Divine, Arcane and Elemental.
As a player, and person I'm well aware there are times that the Developers make decisions and present us with systems we simply must accept and become accustomed. This is definitely one of those times.
Now I present to you Tisha's review of U9 Crafting.
1) Crafting level.
Currently, the Developers have decided that for a player to succeed at crafting a shard and receive XP for the success, you can be up to 8 levels higher or 10 levels lower than the recipe. Anything outside of this range either yields 0 xp or has less than a 50% chance of success (considered an auto-failure by the crafting system). You can get a crafting booster that appears to increase the +10 levels by 2-4 depending on how far into the crafting lines you are.
As well, each level of crafting increases 8% xp over the previous level. This progression seems fine.
Suggestion: None. There's nothing overall wrong with these Developer Decisions.
2) Crafting XP
From my own testing, it appears that if you consciously attempt to remain making shards at the 50% success chance, this is the maximum possible xp. It will take at least 2 successes, sometimes 3 to increase to the next level of crafting. There is an xp decay for each subsequent success. The decay appears to be: 100% xp for the first shard => 88% xp for the second shard and 73% xp for the third shard. As a design decision, this decay seems rather harsh.
Suggestion: Change the decay per success to a lower percentage. 5-10% seems a much better progression especially with the amount of materials required and the total of 75 levels per type.
3) Crafting Materials - Shard Creation
Each recipe takes Greater components, Lesser Components, and 1-2 Other components. How many of each are required depends on the recipe level. This is where the players and the Developers are going to have one of the the biggest disagreements, especially when it comes to the difference between Bound and UnBound shards. The following is based on the current Bound shard recipes only.
With 75 levels of crafting per material type, the progression of materials seems off. For example, I saw two recipes separated by 1-2 crafting levels. The first required 4 Lesser materials and the second jumped to 16 Lesser materials. That's a 400% increase.
Along with the Lesser materials, the progression of Greater materials is too great. I didn't notice any specific % increase but it appears to be roughly 100% at some points, to 300% at others.
Suggestion: Materials need a balancing pass badly. Greater materials shouldn't be used until much further into the crafting process. With 75 levels of crafting that should be roughly crafting level 25 recipes, at the minimum, with a more reasonable thought of crafting level 30 recipes.
4) Crafting Levels - Useless shards
Originally, I was in agreement that there should be a way to "crunch" the shards you create as you level. However, I found a way to accomplish this and I'm certainly hoping this was a Design Decision.
(This is only for weapon and armor shards since that's all I've been working on)
A) Buy clubs or studded leather at the Harbor Vendor (those were chosen as the least expensive)
B) Deconstruct them into blanks
C) Add your shards
D) "Crunch" this club and voila! You have some of your materials back.
Suggestion: Place vendors in the crafting hall with limited inventory. Weapons, Armor, and Jewelry generic items that still have to be "crunched" into blanks.
5) Crafting Materials - Item Deconstruction
This is part two of the division between player ideas and Developer Design. As it stands now, when you "crunch" an item the amount and type of materials you receive are completely random. While there is a progression, and there is an increase based on the ML of the item and the "level" of the prefix or suffix, there is still too much random generation.
Suggestion: At a minimum, the deconstruction of an item should yield the exact number of materials needed to make an equivalent shard. With this as the minimum, you can reward high level crafters with bonus materials with an equation involving their caster level in the appropriate crafting type vs the ML and prefix/suffix level.
As an example: a 75 Elemental crafter crunching a ML 10 item with Elemental level 5 prefix and Arcane level 5 suffix would receive the Elemental materials to make an equivalent level 5 prefix shard *and* 1-2 additional shards *OR* receive enough Arcane materials to make an equivalent level 5 suffix shard with no bonus materials.
6) Crafting Materials - Combining/Splitting
There is currently a bug with Lesser materials. Those purchased from the DDO store and those received from crunching don't mix and are unusable in crafting recipes. I certainly hope this isn't a design decision.
As mentioned above in Item Deconstruction, material generation is random. It is very possible to end up with a lot more Greater materials and not nearly enough Lesser materials. Unless a materials balancing pass is conducted, this will make Lesser material extremely rare for higher level crafting and Greater material just as rare for low level crafting.
Suggestion: Allow Greater and Lesser materials to be combined and split. With the current materials needed for each recipe this combination/splitting should be relatively small. To make Greater material, add a recipe to combine 10-20 Lesser materials. Conversely, and to avoid the possibility of creating more Lesser material out of the process, Greater material should be allowed to be split into 5-10 Lesser materials.
Additonal Suggestions:
- Each class should get a bonus to crafting according to types. This bonus should be relatively small. I'm thinking 2-5 crafting levels. The types would correspond to each class. For example: Wizards would get Arcane 5, Clerics would get Divine 5, Sorcerors would get Arcane 2 and Elemental 3, and so on and so forth.
- Prefix and Suffix notations on the crafting shards is a *MUST*. Either that, or allow the crafting process to make the first shard the prefix and the second shard the suffix.
-As an addendum to what I suggest for 5), a second suggestion would be to disallow destroying items that are above your crafting level. There would have to be a Developers Design decision made as to which level on the item would be linked to your crafting level. The easiest way would be to correlate crafting levels with MLs of the item.
- Will edit as more solid ideas come to me, or are suggested in this thread.