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  1. #1
    Community Member fatherpirate's Avatar
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    Talking General Crafting - making it fun

    OK,

    I have testing crafting for a couple of weeks, ok. Still needs work, here is a list.

    1. ALL SHARDS NEED TO INCLUDE <PREFIX> or <SUFFIX> IN THE NAME ! yes I shouted it, Who forgot this ??

    2. When you get ready to add a shard to a craftable item it should TELL you what lvl it will be BEFORE you craft it.

    3. You cannot attempt a shard with less than 50% of success....WHY ? blah blah blah ..how about you let the players decide if the low chance of success is worth it ?? You are not our parents. If I have a 5 % chance of success...and I wanna give it a shot....then LET ME.

    4. You cannot put fire/cold/acid guard on a shield ??? ah....lets fix that, yesterday.

    5. You can turn a greater air essence into 5 lesser ones, great.......explain to me why I cannot do the
    reverse? Maybe at a loss, 7 lesser into 1 greater ?

    6. How about a modifier on success based on stat bonus ?? Int = arcane bonus, Wis = divine, Con = elemental ?

    7. Spell storing shard <-- spell shard lvl 2 + stack of 20 knock scrolls + item = item with knock spell 2 per rest
    or something like that...

    8. Let us make ANY item a craftable blank...some named stuff looks cool.

    9. Critical success ? 1-3% chance...reduces the space a shard uses, or when making a shard...crit success
    might produce rare shard. also crit failure....lose double mats

    10. lastly, higher lvl crafters should get better returns of disenchanting stuff ..if the item gives
    up 1-4 greater essence and your crafter lvl maxed...you should always get 4.


    --------- get to it, snap snap :-P

  2. #2
    Community Member dkyle's Avatar
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    1. Would be nice I guess, for search purposes. But it's easy enough to find out which one a shard is.

    2. Yeah, it should.

    3. It's minimum 50% for game balance. Crafting at 50% is already more XP/essence efficient. 5% would be far more efficient. And success boosters get ridiculous if the base chance is 5%.

    4. There are shields in this game?

    5. Yeah, they should have something like that. You can basically convert them already, though, with enough patience. Craft low level shards that take no greaters, then deconstruct them. About half the time, you'll get a greater. Seemed to be about 4 lessors spent on shards per greater, once you factor in the lessers you get back. I expect this'll get fixed, though, since it in theory allows for infinite essences.

    6. No. Character abilities should not be tied to crafting. Down that road lies crafting bots.

    7. Yeah, clicky crafting would be nice. That could work.

    8. I guess. As long as the item is treated as a normal item of its type. So no deconstructing Carnifexes for a 19-20 base crit.

    9. I'd rather not force the best items to be made by crafting the same shards over and over for a 1-3% chance at a superior shard. Grindy grindy.

    10. I don't see any good reason for this. Discouraging lowbies from crafting is the opposite of what the Devs should be doing.

  3. #3
    Community Member fatherpirate's Avatar
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    hmm ok..good good real answers to consider

    3. ok will go halfway on this...you should be able to attempt any recipe BUT the Exp. is cap'd at the 50% lvl.

    4. yes there are and for some reason 'guard' shards do not list shields as a usable blank..I fig. that was a bug since
    shields randomly have that ability already
    If I can get a shield with acid guard on it as a loot drop, why can I not make one ?

    6. ehhh ok, I will give ya that one...might be a bot magnet.

    8. Yes...NONE of the odd special stuff, just produces the cool looking blank.

    9. lol crafting is always grindy grindy

    10. Nope, giving high lvl crafters more mats just makes sense, they use larger amounts of mats to make a shards,
    infact it might help reduce the dreaded ...grindy grindy a bit.

    ------------- Small note, I am guessing that the other crafting areas will be for non-bound items

    I am also guessing they will take more mats to complete...than bound items.
    Am guessing they fig that will help prevent a flood of killer gear in AH...by making them cost more mats.......bad guess.

    ok, folks may not relize this but this new DDO crafting is NEW...no major games I know of with this kind of crafting.
    WOW - you make what they have listed, +10 whatever of whatever.........but the whatevers are already chosen, you don't get to mix and match

    DDO is the only crafting I can think of where you can make items with radically different powers on the same item...SO the power gamers
    will fig out the absolute best combos.......and flood AH with them....oh joy.

    I propose that completed items CANNOT be sold or transfered....it would destroy AH
    Instead.......crafters can sell unbound shards AND they have a min crafter lvl req. to place it.

    Bound shards transfered within an account.....no min lvl to place
    Unbound shards..... min lvl to place = to lvl required to have at least a 50% chance to make it.
    Last edited by fatherpirate; 05-20-2011 at 05:17 AM.

  4. #4
    Community Member dkyle's Avatar
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    Quote Originally Posted by fatherpirate View Post
    4. yes there are and for some reason 'guard' shards do not list shields as a usable blank..I fig. that was a bug since
    shields randomly have that ability already
    If I can get a shield with acid guard on it as a loot drop, why can I not make one ?
    Yeah I know. I'm joking because shields are mostly useless in DDO, so not being able to craft some things on them doesn't exactly register as "important".

    9. lol crafting is always grindy grindy
    Right, but your proposal would make it about 50 times as grindy.

    And actually, I don't think the grind is that bad, compared to Greensteel, and Epics. I've found it much easier to make a +4 Holy Silver Falchion of Evil Outsider Bane, than a dual-shard GS, even though that weapon beats a MinII against the things you'd primarily use a MinII against.

    10. Nope, giving high lvl crafters more mats just makes sense, they use larger amounts of mats to make a shards,
    infact it might help reduce the dreaded ...grindy grindy a bit.
    I think I just don't want the hassle of having to send items to my crafter to deconstruct. Currently, I can deconstruct whatever items I want on whatever character I pull them on, and send the essences. It wastes a little XP, but it's a barely relevant amount. If crafting level increased returns, I'd feel compelled to always send items to my crafter.

    I propose that completed items CANNOT be sold or transfered....it would destroy AH
    Instead.......crafters can sell unbound shards AND they have a min crafter lvl req. to place it.

    Bound shards transfered within an account.....no min lvl to place
    Unbound shards..... min lvl to place = to lvl required to have at least a 50% chance to make it.
    Perhaps, but unless the levels are very low, I don't see the market for unbound shards being very large, when BtA shards require no crafting levels on anyone but a single crafter.

    If you need level 30 on every character you want to apply unbound level 75 shards to, you'd be better off just leveling one character to 65, and making unbound shards.

  5. #5
    Community Member fatherpirate's Avatar
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    I think I will take bak having a lvl req. to place unbound shards...that would be
    a bit much.

    :-P

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