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  1. #1
    Community Member Thorzian's Avatar
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    Default is crafting going to go beyond 100?

    because if not then ddo seriously messed up. crafting cap should include everything. that means all abilities and powers found in game in an enhancement/prefix/item/suffix format.... unbound. the limits at 100 made me want to scream and throw my computer out a window. tell me they are going beyond this measely waste of time.
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    We should make our feedback as honest as possible so that when it is absolutely ignored by Turbine we will get bonus points on the scoreboard of life.

  2. #2
    Community Member bradleyforrest's Avatar
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    Default

    I believe that the cap is going to be 150.

  3. #3
    Developer MadFloyd's Avatar
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    The cap for crafting is currently at 100, but will continue to expand over time, exceeding 150.

  4. #4
    Community Member stille_nacht's Avatar
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    Quote Originally Posted by Thorzian View Post
    because if not then ddo seriously messed up. crafting cap should include everything. that means all abilities and powers found in game in an enhancement/prefix/item/suffix format.... unbound. the limits at 100 made me want to scream and throw my computer out a window. tell me they are going beyond this measely waste of time.
    i hardly see how a +4 holy burst silver khopesh of greater lawful outsider bane (which is 100% at level 75) is a "measely waste of time"
    adversity is something we face every day - for a true test, give someone power

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    Frugal Pack Buying Guide

  5. #5
    Community Member Cam_Neely's Avatar
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    Quote Originally Posted by Thorzian View Post
    the limits at 100 made me want to scream and throw my computer out a window.
    Wow, really?

    I personally over react to alot of things, but the crafting level in DDO is not one of them.
    Quote Originally Posted by MajMalphunktion View Post
    Hate me if you want, as of right now I'm not letting anyone crack open the build for this. Nope no way. Nada. I need developers working on the expansion pack, and that only. Again, hate me all you want, but creating a whole new realm takes priority over a broken bag. This is pretty much true of a few of the other issues that crept in today also.

  6. #6
    Community Member BangsLiekWhoa's Avatar
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    Cool Chillax

    Quote Originally Posted by Thorzian View Post
    ...the limits at 100 made me want to scream and throw my computer out a window...this measely waste of time...
    You may want to go outside for a breath of fresh air once in a while...

    I enjoy DDO as much as the next guy, but you may need to step back for a few minutes and realize it is just a game...
    Last edited by BangsLiekWhoa; 06-20-2011 at 02:53 PM.
    Mazertron - Polymath - Icastflare - Threeword - Jujan - Zurgur

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    Hi Welcome is now welcome to enter The Cube's belly.
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    Look at the Ion stones on that!

  7. #7
    Hero RandomKeypress's Avatar
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    Quote Originally Posted by MadFloyd View Post
    The cap for crafting is currently at 100, but will continue to expand over time, exceeding 150.
    Ouch - how many millions of plat and hundreds of hours of time are we going to need for 150, let alone anything higher?

  8. #8
    Community Member
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    Default Is the starting level ever going to be 20?

    Quote Originally Posted by Thorzian View Post
    because if not then ddo seriously messed up. starting level should include everything. that means all abilities and powers found in game available at start.... unbound because I have old characters. the limit at level 4 made me want to scream and throw my computer out a window. tell me they are going beyond this measely waste of time.
    Fixed that for ya.

  9. #9
    Community Member BangsLiekWhoa's Avatar
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    Quote Originally Posted by RandomKeypress View Post
    Ouch - how many millions of plat and hundreds of hours of time are we going to need for 150, let alone anything higher?
    That is a good point. I see this as getting even much more resource intensive.
    Mazertron - Polymath - Icastflare - Threeword - Jujan - Zurgur

    Quote Originally Posted by Cubethulu View Post
    Hi Welcome is now welcome to enter The Cube's belly.
    Quote Originally Posted by Tolero View Post
    Look at the Ion stones on that!

  10. #10
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    Red face

    Crafting to 150+, Big Challege, No fun! I honestly was mostly dissapointed after I check what you could craft from 75-100, seems we won't get the rest of the nice stuff until 100-150, but hey atleast we can now craft metalline weapons.

  11. #11
    Community Member BangsLiekWhoa's Avatar
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    Yeah, but metalline is not that great now that we can make holy burst silver GEOB...
    Mazertron - Polymath - Icastflare - Threeword - Jujan - Zurgur

    Quote Originally Posted by Cubethulu View Post
    Hi Welcome is now welcome to enter The Cube's belly.
    Quote Originally Posted by Tolero View Post
    Look at the Ion stones on that!

  12. #12
    Community Member Cyr's Avatar
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    Quote Originally Posted by MadFloyd View Post
    The cap for crafting is currently at 100, but will continue to expand over time, exceeding 150.
    Mad,

    I think it is past time that the long term plans for cannith crafting are discussed with the player base. Without an understanding of what the goals and proposed methods are for reaching these goals we are left with providing feedback on an incomplete and patchwork system.

    Some major outstanding questions include the following.

    • MLs of items. Tolero has said cannith crafted items are supposed to be a lower ML then random gear. It clearly is not that way now. What are the intended ML differences between gear now including RR, cannith or not, binding, and named loot? Is BtC and unbound crafted gear supposed to have different MLs?
    • Is crafted gear meant to be end game gear? If so what are the plans of integrating it with the epic loot system if there is any? If there are no plans to integrate the two how is feasibility of both systems going to be maintained without one becoming near obsolete (ie what cannith crafting is with the exception of boss beaters now).
    • Is the limit of prefix/suffix something that is expected to be lifted in one way or another and if so how?
    • The huge time sink that is crafting mostly is due to UI implementation. If crafting is not meant to be a boring time sink then can we expect to see an elimination of the wait between crafting and a user friendly method to batch build a ton of one thing (UI box that you simply type the number you wish to craft or try to craft)?
    • Handwraps. Why do these keep getting shorted? Cannith crafting really amplified the silliness that is having metal typed un-named handwraps only dropping from one quest chain instead of in the normal loot tables. Is this going to be addressed along with all the many bugs with handwraps and crafting in general as a top priority or are they going to get back burnered?
    • Consumables. Are there serious blueprints for how these are going to be created in the system?
    • Why do so many recipes use the same ingredients that we use for rituals in the stone of change instead of using collectibles that have almost no use in game right now?
    • Why are some crafted effects so preposterously overpriced and/or have way higher then expected min crafting level to create? Metalline in cannith crafting really is a horrible effect to use on an item yet it has a huge ML. Many others have bloated recipe costs which seem unrelated to the amount they add to the ML of an item (which is what should be the determining factor). Wouldn't a standard formula work much better here and be much faster to implement?
    • Are there plans to used named items in cannith crafting in one fashion or another and if so how? Skins, base damage adoption, special ingredient creation, and a few others are on the list of possibilities discussed on the forums in regards to these items.
    Proud Recipient of At least 8 Negative Rep From NA Threads.
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  13. #13
    Hero QuantumFX's Avatar
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    Quote Originally Posted by MadFloyd View Post
    The cap for crafting is currently at 100, but will continue to expand over time, exceeding 150.
    Translation: SOON™
    Things worthy of Standing Stone going EXTREME PREJUDICE™ on.:
    • Epic and Legendary Mysterious ring upgrades, please.
    • Change the stack size of filigree in the shared bank to 50. The 5 stack makes the shared bank worthless for storing filigree in a human usable manner.
    • Fixing why I don't connect to the chat server for 5 minutes when I log into a game world.
    • Fixing the wonky Lightning Sphere and Tactical Det firing by converting them to use alchemist spell arcing.
    • Redoing the drop rates of tomes in generic and raid loot tables.

  14. #14
    Community Member Grenada's Avatar
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    Still wanting to name the weapons (level 200 crafting addition, perhaps )

    And Banishing/vorpal/smiting/etc. (with spears apparently coming U11, +3 banishing silver halfspear of GEOB anyone?)

  15. #15
    Community Member
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    Default

    Quote Originally Posted by Grenada View Post
    Still wanting to name the weapons (level 200 crafting addition, perhaps )

    And Banishing/vorpal/smiting/etc. (with spears apparently coming U11, +3 banishing silver halfspear of GEOB anyone?)
    I actually wish we could rename our crafted weapons, makes sense that if we can craft weapons that beat the crud out of legendary weapons that we can name them.

  16. #16
    Community Member dkyle's Avatar
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    Default

    Quote Originally Posted by Cyr View Post
    [*]Why are some crafted effects so preposterously overpriced and/or have way higher then expected min crafting level to create? Metalline in cannith crafting really is a horrible effect to use on an item yet it has a huge ML. Many others have bloated recipe costs which seem unrelated to the amount they add to the ML of an item (which is what should be the determining factor). Wouldn't a standard formula work much better here and be much faster to implement?
    I agree that Metalline is vastly over valued. But I disagree that ML-contribution should be the primary determining factor in CL.

    ML is just another element of an item effect. It's a disadvantageous element, one that should generally counterbalances the power of the effect, but not one we should take in a vacuum. A higher ML effect shouldn't inherently get a higher CL.

    Metalline seems an exception to me, where CL vastly outstrips any reasonable expectation based on ML.

    In general, the correlation of CL to ML results in some of the most egregious overpricings: the skill bonuses. A +15 has a huge ML contribution, yet is not a very potent effect. Having them beyond 100 CL is a huge overpricing. This is basic gear, that's easy to get from random loot, yet requires even more CL than a +5 Holy Burst Silver Khopesh of Greater Evil Outsider Bane. Utterly ridiculous.

    Same for Stat bonuses (+6's are standard, not anything special), GFL, Heavy Fort, and in fact, most non-weapon item effects that are available from loot-gen. Outside of race-restricted pure items, very few are actually worth much.

  17. #17
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    I say crafting is just fine as is now..if not too good but thats just me.

    However past 100 I wouldn't mind seeing crafting that enhances our GS items.

  18. #18
    Founder Riggs's Avatar
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    Quote Originally Posted by MadFloyd View Post
    The cap for crafting is currently at 100, but will continue to expand over time, exceeding 150.
    Ug.

    What are recipes going to take after 100? 50 greaters and 250 lessers per shard? 100/400?

    I can hear plat farmers engines revving up all over again at the masses of people trying to clean out the AH just to get one more level.

    And....bursting greater banes are in already at 75 - which is as powerful as....+11 skill items? +5 stat items?

    One again - offense is far far easier to achieve than defense or 'utility'.

    So what is level 150 going to bring = +10 Superior bane holy blasting items? Along with...+7 stats and +16 skill!.

    Sigh.

  19. #19
    Founder Riggs's Avatar
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    Quote Originally Posted by Cyr View Post
    Mad,

    I think it is past time that the long term plans for cannith crafting are discussed with the player base. Without an understanding of what the goals and proposed methods are for reaching these goals we are left with providing feedback on an incomplete and patchwork system.

    Some major outstanding questions include the following.

    • MLs of items. Tolero has said cannith crafted items are supposed to be a lower ML then random gear. It clearly is not that way now. What are the intended ML differences between gear now including RR, cannith or not, binding, and named loot? Is BtC and unbound crafted gear supposed to have different MLs?
    • Is crafted gear meant to be end game gear? If so what are the plans of integrating it with the epic loot system if there is any? If there are no plans to integrate the two how is feasibility of both systems going to be maintained without one becoming near obsolete (ie what cannith crafting is with the exception of boss beaters now).
    • Is the limit of prefix/suffix something that is expected to be lifted in one way or another and if so how?
    • The huge time sink that is crafting mostly is due to UI implementation. If crafting is not meant to be a boring time sink then can we expect to see an elimination of the wait between crafting and a user friendly method to batch build a ton of one thing (UI box that you simply type the number you wish to craft or try to craft)?
    • Handwraps. Why do these keep getting shorted? Cannith crafting really amplified the silliness that is having metal typed un-named handwraps only dropping from one quest chain instead of in the normal loot tables. Is this going to be addressed along with all the many bugs with handwraps and crafting in general as a top priority or are they going to get back burnered?
    • Consumables. Are there serious blueprints for how these are going to be created in the system?
    • Why do so many recipes use the same ingredients that we use for rituals in the stone of change instead of using collectibles that have almost no use in game right now?
    • Why are some crafted effects so preposterously overpriced and/or have way higher then expected min crafting level to create? Metalline in cannith crafting really is a horrible effect to use on an item yet it has a huge ML. Many others have bloated recipe costs which seem unrelated to the amount they add to the ML of an item (which is what should be the determining factor). Wouldn't a standard formula work much better here and be much faster to implement?
    • Are there plans to used named items in cannith crafting in one fashion or another and if so how? Skins, base damage adoption, special ingredient creation, and a few others are on the list of possibilities discussed on the forums in regards to these items.
    Great questions and list.

  20. #20
    Community Member Thoom's Avatar
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    Nappa, "Hey Vegita, what does the scouter say the last level of crafting will be?" Vegita, "It's over 9000!!!!" *scruntch*

    Thank goodness our guild has a resident crafter I can send all my ingredients to.

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