It's a mistake to think that choice is always good for the game. A fun and/or interesting choice is good, but a choice of plauge or cholera is generally not so good.
Or they could implement it so that if you stand still in the market place and jump 1000000000 times you get bonuses to stats.
It would be everyones individual choice to do so, but do you really think it would bring anything good to the game?
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Uggg, my crafter is one of my main characters on their 5th life as a caster. I'm not sacrificing all the uber I've put into that character to make them better at crafting.
The best way for the devs to fix this issue is to make your crafting XP account based, not character based. They have said multiple times that the intent of crafting is that you only need one crafter to make items for all your account characters. The only thing that making it be character based does for crafting right now is add the frustration of having to move items around in your bank. There is no reason to make the crafting xp character based, and with this new artificer and dragonmark bonus there is even more reason to make it account based.
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Focus on the topic, not each other's opinions. Further insults or attacks directed at other players may force us to close this thread.
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What's next, arguing with people who use the term "mob" for a single enemy? Or "toon" for characters who are clearly not cartoons? Or "Barbs" that are not pointy plant parts?
Loot is slang for items in DDO, as in most MMOs. All items. It was clearly used in that regard.
Chests are a way to get items. Crafting is a way to get items. They're both "loot systems" that produce "loot".
First, is anyone able to actually link the Dev statement that crafting would always be race/class agnostic? Or even a statement to the effect of that was their intention? I have not been able to find one, but my search-fu is admittedly weak. Frankly if you cannot then your arguments are pretty much for naught.
Thanks to everyone’s second favorite Barbarian we actually know this to be false. Crafting has ALWAYS been BtA, and if you choose to NOT take that into consideration THAT was a POOR decision. Also, the Devs indicated that crafting XP maybe reset upon TR (and indeed, it probably should) so given that was up in the air why in Eberron would you craft on a character you plan to TR in the first place?!?!?
So yes, he did plan ahead by creating a crafter and I think anyone that crafted on characters that they plan to TR are asinine – but I do not begrudge them their right to do so.
And I believe this is their point: could being a craftbot help? Maybe – and in some cases it might make sense to re-start, but certainly not in all and definitely not slower.
I would agree it certainly did not take a genius to figure out that Crafting & House Cannith meant that Artificers were coming. A quick read of the Eberron Campaign Sourcebook shows them to be master crafters with bonuses to crafting. It is not a huge leap to conclude that they might have some advantage to crafting. Indeed, one can read this very speculation on the live crafting forums. I can accept this is beyond the ‘full-retard’ crowd, but anyone that did not dump their mental stats can see there is some logic there, and thus failing to plan is indeed planning to fail.
Certainly they will be – he has even admitted he has one! That is not an issue – whether a (human) Artificer is vastly more potent is; and many believe that it is not.
Right here is part of your problem – it is hard to support you when one of your basic facts upon which you base your arguments is wrong. Spending 3 feats on Dragonmarks simply does NOT gimp a character, least of all a Human. 5 feats are more than enough to address your primary party role. In addition the Marks of Making themselves are far from useless on an Artificer outside of crafting: not only do they increase your repair score but they allow you to cast Repair Light, Repair Serious and Reconstruct – certainly useful for a Construct pet class…
YOU may feel that unless you are 100% full ****** the character is not worth playing, and obviously this would be a disincentive for YOU to playing that character, but it simply is not true for everyone.
Ultimately I can understand you feel slighted by these changes, and I agree that launching something live and charging money for it means it is not really a beta – indeed, it is why I have been completely opposed to crafting from the start – but a lack of foresight and build ignorance is hardly the end of Eberron and does not make this addition bad just because.
Wow, where do these analogies keep coming from?
Assuming we are still discussing the Artificer bonus in DDO, and I'm not suddenly being accused of supporting someone's choice of committing genocide or ending human life on Earth.
I presented my arguments, I said it's up to teh person to choose, they can choose to
- Ignore crafting all together
- Start a new artificer they may hate playing,level it to 20, and never play that toon again
- Start a new artificer they love, level it to 20 and make it their main
- Craft on a non artificer they like playing
- Craft on a non artificer they hate playing
- and probably a few hundred more variations
I don't really care what someone else chooses to do, if they want to level an artificer simply for the purpose of crafting, that's their choice. It's not going to be the same choice as everyone else,it is not the only choice for someone to make in regards to crafting.
Last edited by Khurse; 08-17-2011 at 03:36 PM.
Can you tell us what we need to post in order to get some Turbine feedback on the idea of allowing a one time transfer of crafting XP to another character on the same account so that we can actually make use of these new dragonmarks and Artificer craft-bot characters?
...because that's the information we actually need from Turbine. We've known how to get threads closed for a long time now. We didn't need you to tell us how to do that.
You are not producing loot.
You are not making plat.
You are not making scrolls/wands/potions...yet and hopefully this will be added.
You are making a product that you can sell for plat but that isn't loot. That is a product of goods and services.
Loot is from chests that happen to include items.
I'm not discussing loot.
I'm discussing the changes to the game that has to do with leveling a crafter that is artificer VS. a crafter that is not.
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False.
http://compendium.ddo.com/wiki/Relea...tch_1_Official
Before the patch, they were BtC. I believe I even still have some BtC shards on my Crafter.Bound crafting shards are now Bound to Account instead of Bound to Character.
I have no plans to TR my crafter. We've also gone long enough that this decision seems to have been made. That statement was made well before crafting went live.Also, the Devs indicated that crafting XP maybe reset upon TR (and indeed, it probably should) so given that was up in the air why in Eberron would you craft on a character you plan to TR in the first place?!?!?
And a quick read of the 3.5 PHB would show that crafting requires feats, and can only be done by spellcasters.I would agree it certainly did not take a genius to figure out that Crafting & House Cannith meant that Artificers were coming. A quick read of the Eberron Campaign Sourcebook shows them to be master crafters with bonuses to crafting.
Did this happen? No. A reasonable person might surmise that DDO's crafting would differ from PnP crafter.
I thought they implemented crafting as they did because they understood that linking crafting with character build is a terrible idea. Apparently, that wasn't the case.
Giving up three feats for no remotely significant benefit gimps a character, as far as I'm concerned. I don't demand 100% full DPS or whatever, but I do expect intelligent choices that gain something worthwhile for what's given up. In fact, I doubt I have a single character that would fit the popular perception of "optimal".YOU may feel that unless you are 100% full ****** the character is not worth playing, and obviously this would be a disincentive for YOU to playing that character, but it simply is not true for everyone.
Sorry, but those feats are simply junk, especially for an Artifcer (since they get the spells anyway), as far as actual questing goes.
Conventionally, it's a singular term that refers to a group of people.
Whereas in DDO, it's commonly used to refer to a single enemy, and in the plural form "mobs" to a group of enemies.
Sort of like how, conventionally, "loot" refers specifically to plunder taken. Whereas in DDO, it's commonly used to refer to items in general.
As in, "I've got some pretty good loot on this character" would generally refer to all items, including crafted items, not just those taken from chests.
This.
Don't punish your early adopters for failing to predict something that you guys could easily have warned us was coming. The only thing you'll manage for it is convincing the early adopters not to do your beta testing for you next time around.
The one thing about Turbine that bothers me than anything else is the lack of transparency. I realize that a lot of it is because a) everything devs say gets taken as gospel and b) forumites have a tendency to get edgy about things, but even a vague message like, "We're considering giving crafting bonuses to specific builds" would have made a HUGE difference.
Khyber: Carinn (TR 18 Sorcerer) -- Kyrainne (TR 20 Paladin) -- Arrail (TR 20 Favored Soul) -- Aoede (18 Bard) -- Terrabourne (20 Ranger) -- Ankhalla (20 Monk) -- Cylanna (20 Rogue)
The Lifeguard: A Swimcleric build
Here are some back-of-the-napkin calculations to compare whether it's better to keep your existing crafter, or to create a new one. These calculations use the XP leveling costs from the current wiki. These calculations also ignore any opportunity cost of actually capping a new crafter. These calculations do not pertain to essence cost. They are purely based on crafting XP.
First, the sum from x=1 to x=N of x is equal to N(N+1)/2.
The crafting XP cost of leveling from level N to level N+1 is roughly N*10. We can factor out the 10 as a constant and say that the cost of leveling from level N to level N+1 is equal to N. Therefore, the cost of leveling from level 1 to N equals:
N(N+1)/2
Likewise, if you are already at a level C, the cost of leveling from C to N is equal to the cost of leveling from 1 to N, minus the cost of leveling from 1 to C. So leveling C to N for most characters equals:
N(N+1)/2 - C(C+1)/2
Because the most efficient crafter (a human artificer with dragonmark feats) can get up to a +20 to crafter level, his target level is effectively 20 levels lower than the target level for others. However, nobody has an artificer right now. So if someone wants to reach a target of N with an artificer, they need to start from crafting level 1. Therefore, the cost of leveling the artificer is equal to:
(N-20)(N-19)/2
Let's say we have a target of crafting level 100. What is the current crafting level of my character where it would be cheaper to re-roll as a human artificer? This is the point where the cost of leveling from my current level to the target is more than the cost of leveling an artificer from 1 to the target.
N(N+1)/2 - C(C+1)/2 > (N-20)(N-19)/2
With some reduction and substitution, you find that the breakpoint is where C^2 + C - 3620 = 0. Complete the square to find that the breakpoint is roughly where your current crafting level is 60. So if you have a current crafting level of 61, and you want to reach a crafting level of 100, you are better off sticking with your current character.
What if your target crafting level is 150? Using the same method, C^2 + C - 5620 = 0, so the breakpoint is a crafting level of 75. With a current crafting level of 75 or higher, if you want to cap your crafting, you are better off sticking with your existing character.
Even if you have reached a crafting level of 50, the difference between what it takes to cap your current character and what it takes to cap an optimal artificer is only about 15,350 XP. Is that worth a character slot and the time to cap a character?
Keep in mind, also, that currently Lammania has reduced crafting XP required for leveling. That reduces the difference in cost across the board and makes the opportunity cost of a character slot and capping a crafter more significant.
"And you ate an apple, and I ate a pear,
From a dozen of each we had bought somewhere;
And the sky went wan, and the wind came cold,
And the sun rose dripping, a bucketful of gold. " - Millay
I think it would have made more sense if they required the class to be divine to level the divine school, arcane for the arcane school, and split the elemental between the two schools.
In order to make a item that had both schools, two characters would have to be at a particular imbuing alter with the right ingredients.
But that is just me.
Another version would require several people of a certain ability to be present for the ritual to add their skill to make something.
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Disappointed and without trust in the powers that be.
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Disappointed and without trust in the powers that be.
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Ditto. Ditto. Ditto.
No one is forcing anyone to craft.
Crafting is in beta. Craft at your own risk.
Early crafters benefited from shard decon xps and cheaper recipes with more available ingredients (no purified shards, soul gems, etc). Later crafters benefit from more class options.
Crafting is in beta. Craft at your own risk.
New classes and races always change some aspect of the game.
Oh yeah... crafting is in beta. Craft at your own risk.