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  1. #1
    Community Member KillEveryone's Avatar
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    Default Understanding crafting the way it is.

    I just don't understand why it is set up the way it is.

    It is a decent enough plat sink so if that is the main purpose behind it then I can see why it was set up this way. However, in the release notes before 10.1 got postponed, it was listed that deconstructing items was going to give plat so this moves it away from a plat sink unless the plat returned was very small in which why bother with adding this to crafting.

    But what I don't understand is this.

    Why didn't you go about letting us create essences by the means of how the first crafter of Eberron would have made them.

    The first person in the Eberron world to try and craft wouldn't have had piles of gear to tear down to get a divine essence. They would have had to gain those properties from other sources or needed components to have a proper ritual to capture that divine essence.

    To have a metal type added to the gear, they would have had to craft that metal into the item, not strip down other gear.

    This would have made a lot more sense than what we have now.
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  2. #2
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    You miss the point.

    Striping down other gear is a form of recycling! They are trying to be environmentally friendly.

  3. #3
    Community Member KillEveryone's Avatar
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    Quote Originally Posted by NinjaNeed View Post
    You miss the point.

    Striping down other gear is a form of recycling! They are trying to be environmentally friendly.
    I can see and understand that. It does make sense to a certain extent.

    I had said something to that effect and decided to change that out before I posted. I figured it would complicate the question a bit more.

    I don't see this as the whole reason for the system to be set as it is though. It doesn't really make sense as a crafter to have gathered gear to get the essence instead of going directly to the source. At some point, if the game didn't constantly spit out gear, the world would run out of gear to strip and crafters would have to know how to actually craft that essence.
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  4. #4
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    The knowledge to do that was apparently lost.


    Quote Originally Posted by MajMalphunktion View Post
    *Handwraps. Yes we know. Here is my known issue for handwraps. Hand wraps in assorted flavors are borked.

  5. #5
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    WoW and EQ2 both have mines you need to mine to get resources. This game is trying to distance itself from those two mainstream mmo's (rightfully so!).

    Adding mines or some kind of gathering skill into the game just makes it more WoW/eq2 like which is a bad thing.

    Yes they need to address the ease of getting resources (they tried with raid loot but failed badly), but adding a WoW/EQ2 type gathering system is, imo, a bad thing.

  6. #6
    2015 DDO Players Council Seikojin's Avatar
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    The crafting system is designed for one character per player can be their crafter. If you dedicate to crafting, that characters income stops. On top of that, you will have to find a way to bring that character income to buy the disjuncting components.

    Despite the tools that are around to earn that character plat, if you only have that character, then you are stuck. You have to sacrafice gains in crafting in order to make some money.

    Getting some plat will help reduce the inherent cost with doing this. Lower level players will not have the luxury of a plat bank to start with. This helps them as well.

    I think it is cool. I didn't check how much I gained, but it was nice to see some efforts to help staunch the flow of plat loss in crafting. I would say the work added a valve to help control the outword flow of plat from your crafter. LOL

  7. #7
    Community Member dkyle's Avatar
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    We're adventurers, not crafters.

    Cannith Crafting is the "shake and bake" version of magic item creation.

    Professionals can do it more efficiently, using different methods, but that takes a great deal of studying, knowledge, and capital, incompatible with the adventurer's lifestyle.

    Now, why that considerable effort is then squandered on producing junk is beyond my explanations.

  8. #8
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    Quote Originally Posted by Seikojin View Post
    The crafting system is designed for one character per player can be their crafter. If you dedicate to crafting, that characters income stops. On top of that, you will have to find a way to bring that character income to buy the disjuncting components.

    Despite the tools that are around to earn that character plat, if you only have that character, then you are stuck. You have to sacrafice gains in crafting in order to make some money.

    Getting some plat will help reduce the inherent cost with doing this. Lower level players will not have the luxury of a plat bank to start with. This helps them as well.

    I think it is cool. I didn't check how much I gained, but it was nice to see some efforts to help staunch the flow of plat loss in crafting. I would say the work added a valve to help control the outword flow of plat from your crafter. LOL
    Strange, but to check out this new crafting thing I started a new character on a new server and having enough plat to buy crafting supplies as well as repairs and the like was as easy as not leaving the coins gems and, if I had the space, other non-deconable stuff in the chests I pulled my deconables from (and using a bit of common sense on what I did decon showed enough profit to buy those bags and pack/bank tabs that make life so much easier).

    I just don't see the need.

  9. #9
    2015 DDO Players Council Seikojin's Avatar
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    Quote Originally Posted by Gremmlynn View Post
    Strange, but to check out this new crafting thing I started a new character on a new server and having enough plat to buy crafting supplies as well as repairs and the like was as easy as not leaving the coins gems and, if I had the space, other non-deconable stuff in the chests I pulled my deconables from (and using a bit of common sense on what I did decon showed enough profit to buy those bags and pack/bank tabs that make life so much easier).

    I just don't see the need.
    How far did you get in crafting? In my experience, as soon as I started going full tilt to craft, I had 0 income. This was mainly due to regular item purchases and repairs to gear eating the coin only profits from runs.

    If I alternated crafting runs, I was able to keep crafting and buying useful potions and gear, but my crafting gains went from 3 - 6 levels for all three schools down to 1 - 3 levels.

    For new players, I don't think they will have the huge resource pool to purchase ability level 5 items, which is the best gear to decon for essences. And you do not gain enough essences in questing to gain crafting levels adequately enough to utilize crafting to its full potential.

    But I see crafting as a way to have a main character build the gear for multiple lives and for alts to use instead of rehunting the specific items for their build.

  10. #10
    Community Member kernal42's Avatar
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    Quote Originally Posted by MrkGrismer View Post
    The knowledge to do that was apparently lost.
    Obviously not.

    The only way we know how to craft a single item requires breaking down mulitple items to get the required ingredients.

    This is an unsustainable technique. Somewhere out there in Eberron are crafters who are making this junk without breaking down other items for materials.

    -Kernal

  11. #11
    Community Member KillEveryone's Avatar
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    Quote Originally Posted by kernal42 View Post
    This is an unsustainable technique. Somewhere out there in Eberron are crafters who are making this junk without breaking down other items for materials.

    -Kernal
    This is what I'm trying to understand why we have what we were given instead of being able to craft without breaking down gear.
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  12. #12
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    Quote Originally Posted by Seikojin View Post
    How far did you get in crafting? In my experience, as soon as I started going full tilt to craft, I had 0 income. This was mainly due to regular item purchases and repairs to gear eating the coin only profits from runs.

    If I alternated crafting runs, I was able to keep crafting and buying useful potions and gear, but my crafting gains went from 3 - 6 levels for all three schools down to 1 - 3 levels.

    For new players, I don't think they will have the huge resource pool to purchase ability level 5 items, which is the best gear to decon for essences. And you do not gain enough essences in questing to gain crafting levels adequately enough to utilize crafting to its full potential.

    But I see crafting as a way to have a main character build the gear for multiple lives and for alts to use instead of rehunting the specific items for their build.
    Just capped the character and crafting is at 48/43/44. Oh, and I spent nothing on useful gear as I simply crafted it. Can I make holy bursts and greater banes? Not yet but have yet to see them as much more than a luxury when I can make holy/elemental of normal banes that get the job done. At this point I have what I need and I don't mind that it will likely be a long time before I get everything I want and 1-3 crafting levels a week will get me there.

    To my mind, casual crafting is very adequate to what one needs to play the game. Expecting to "utilize crafting to it's full potential" without investing a lot of time and effort into it, on the other hand, is something I find unreasonable.

  13. #13
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    Quote Originally Posted by kernal42 View Post
    Obviously not.

    The only way we know how to craft a single item requires breaking down mulitple items to get the required ingredients.

    This is an unsustainable technique. Somewhere out there in Eberron are crafters who are making this junk without breaking down other items for materials.

    -Kernal
    From some of the combinations I've seen, most is imported from Xoriat.

    So the base items are created there,but in unpredictable combinations. Then moved to Ebberon where, while they can't be made from raw materials, they can be refined into generally more sane combinations.

    How's that?

  14. #14
    Community Member dkyle's Avatar
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    Quote Originally Posted by KillEveryone View Post
    This is what I'm trying to understand why we have what we were given instead of being able to craft without breaking down gear.
    I gave a possible in-world explanation, but as for a game design explanation: loot-gen items are widely varied, but almost always useless in-and-of-themselves, and we get them as a natural result of playing the game, by questing. This makes them ideal fodder for crafting.

    I much prefer a system whose raw materials come from questing, than a system whose raw materials come from drudgery (mining ore, fishing, etc.). The user-unfriendliness of deconstruction (having to travel to the Crafting Hall, dealing with those solvents, that stupid animation/cooldown, etc.) does introduce some needless drudgery to crafting, though.

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