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  1. #21
    Community Member Captain_Wizbang's Avatar
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    Quote Originally Posted by BruceTheHoon View Post
    No.
    The dev said, that all of the character's info goes into it. Feats, BAB, +to hit bonuses, enhancement bonuses, character's spatial orientation, damage bonuses, buffs, target's buffs, etc.
    Yes, enhancements on an arrow does play a role here, but since we have absolutely no bugs that would differentiate normal arrows form crafted ones (or Deneith ones, or xoriat ones, or starter ones, or conjured ones, ...) I have more than a strong suspicion, that "arrow code" doesn't give a flying F about what's the arrow's life story.

    Therefore I find your suggestion ridiculous, since it's based on a soooo extremely far fetched assumption and a seriously questionable interpretation, that one might as well start a religion with it.

    In case this is just a veiled attempt to "break others' toys" born from an ulterior, more deplorable motive: ML9 +6 stat items can now be found as random loot. I have a few and a few more of ML11 ones from Gianthold.
    There you have it!!! Another post by someone heavily time-sinked in cannith crafting.

    It's not about cannith, I knew using that name would rile some people. It's about everything going into all the crafting systems, that if trimmed back, might help other areas of the game! THAT'S THE POINT.

  2. #22
    The Hatchery BruceTheHoon's Avatar
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    Quote Originally Posted by ferd View Post
    There you have it!!! Another post by someone heavily time-sinked in cannith crafting.

    It's not about cannith, I knew using that name would rile some people. It's about everything going into all the crafting systems, that if trimmed back, might help other areas of the game! THAT'S THE POINT.
    What I have or don't have invested in cannith crafting has no relations to what I've said. What I've said is, that your orangcoloured point is based on a far fetched assumption and a questionable interpretation and THAT'S HWY I'M AGAINST IT.
    Last edited by BruceTheHoon; 08-29-2012 at 03:20 PM. Reason: Won't bring neg rep into this.

  3. #23
    Community Member Therigar's Avatar
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    Quote Originally Posted by ferd View Post
    As stated by a dev, "ALL of your characters info goes into one single arrow or bolt, thus causing a coding nightmare"
    I'd like to see the reference that goes with the quote.

    As someone who has done a bit of object oriented coding, I find it improbable that ALL character data would go with every arrow or bolt. Rather, I suspect that only the relevant data need go and how much that is depends on how efficient their data storage and retrieval happens to be.

    The only reason I can think of to send all data is if it is just too cumbersome to sort out separate data bits and to consolidate them efficiently during combat and damage routines.

    As a simple example, the arrow might only need to know that it was shot by character A with whatever buffs and weapon procs might be appropriate. Character A can be a pointer to the player's place in the group rather than to their name -- but probably more efficient it can be an internal code that uniquely identifies each character totally unattached to name. The remaining information can be simple codes that reference a table for to-hit calculations or for effects to proc for to-damage calculations.

    It makes no sense whatsoever to include things like inventory, banked items, etc. And, I would seriously doubt that this is what is meant by saying "All of your character's info" goes into an arrow.

    Rather, I suspect that what is meant is that all of the information needed to determine to hit and to damage along with identifying the character that shot the arrow goes into the arrow. And, I don't see that as being problematic in any way as there needs to be some way to accurately determine if you hit or if you miss and to decide what damage should proc when you hit.

    IMO, this is simply reading the quote out of its context and ascribing to it a meaning that is not there.

  4. #24
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    While it's probably far too late, this game needed to CONSOLIDATE crafting.

    Green Steel stays how it is.
    Cannith Stays how it is.


    Upgrading items in: Dreaming Dark, Red Fens (yeah, you can upgrade items from there), House D, Sora Katra, Reign of Madness, nearly finished Cannith items, and finally Necro and Giant Hold, should all use the SAME MECHANIC, a single upgrade seal, that can drop from any of the end quests or end chain rewards, all interchangeable, and the only difference is you have to use the upgrading alter (which needs to be put in the raids/end quest, so at least people have to run them). So we now have a SINGLE ingredient, where as currently we have, by my count, 32 items needed, I might be missing some. And, worse, some of these ingredient AUTO DROP IN OUR BACKPACKS. Uncool.

    Epics: Just drop the items whole or have a SINGLE ingredient to upgrade them (see above, use the same one and have the alter in the epic version of the quest), the current system is now out of date. Also, to streamline the system, have epic slots and guild augment slots be the same ingredients, same vendor, same type, not "color" system, no **** like that.
    Guild Slots: See above.

    Trapmaking: Get rid of it. Once you didn't let us use traps in public places for fun, they really didn't do anything. I've never seen them used successfully by any rogue since the mechanic was introduced.

    Stone of Change/Risia: Get 'rid' of them, by incorporating them into Cannith Crafting, which would also, you know, let us use them in Cannith gear. Also, fix the ML bug so we can use them. Also, make sure we can still put these on any item, not JUST Cannith gear. That would be nice. Keep the same ingredient lists, of course. Just consolidate.


    Dragon touched and Alchemical: I'm torn on what to do with these. For now, keep them as is would be a decent suggestion... but I think they could be consolidated, perhaps even with Green steel, or some form thereof... and not break anything... though it would limit some options. Dunno.

    Sadly, none of this will come to pass, it is far too late, WAY TOO MUCH WORK (for no profit) and people will complain about all the work they did for nothing.

    Oh, and one final thing: Consolidate all the ingredients from the Challenges to Cannith Challenges... so the eveningstar loot is just done away with, those challenges all drop Cannith ingredients, and you can get the good Cannith gear from them too, plus, maybe the cloaks. But no more lotto, and no more ingredients.

  5. #25
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    The above post is a huge wall of text. That is because crafting is so complicated, overwhelming, and unnecessarily large and involved, not because I can't summarize/write.

    But anyway... TL;DR - Consolidate as many ingredients as possible into one, making the only differences the alters used, which would be in the quest the items belong in.

  6. #26
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    Crafting in and of itself does not bother me. I do see a problem with the insane number of crafting systems DDO has. The problem is that this is what happens when crafting is not built into a game from the start. You end up with multiple ways to craft and multiple ingredients that you need. The thing is if you want to craft do it if you don't well then good luck on finding that special drop you are looking for.

    My biggest problem with crafting is the insane amount of ingredients and collectables DDO has. Come on Devs it has to stop somewhere. Almost have to have a complete inventory page filled with bags just to keep up. This does not even cover the multiple bags kept in the bank. Then at least once a month you have to spend a couple of days sorting all of it out. At times I actually dread seeing the purple bags laying around on the floor. I have even gone so far as to refuse to run any quest with fire based mobs during the ice games just to avoid the coins.
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  7. #27
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    The random loot and end-reward lists improved greatly, I wouldnt mind getting rid of all forms of crafting. Its a huge mess really, unlikely to happen at this point tho, i guess they will plan ahead better for ddo2.

  8. #28
    Community Member Rauven's Avatar
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    Quote Originally Posted by Therigar View Post
    Quote Originally Posted by ferd View Post
    As stated by a dev, "ALL of your characters info goes into one single arrow or bolt, thus causing a coding nightmare"
    I'd like to see the reference that goes with the quote.
    I haven't been able to find the original dev post but IIRC what he/she was talking about were (cross)bow and gear effects being applied to each arrow/bolt as it is fired. Effectively, each time you fire an arrow/bolt a new version of it is created that includes any innate properties of the arrow/bolt, plus any damage effects from the (cross)bow (e.g., holy), gear (Shrieking Bolt on Wind Howler Bracers) and imbues (arti or AA ranger).

    Unfortunately, I searched this morning and again for about 20 mins just now and I can not find the original post.

    Regardless of the original dev post and the meaning behind it, I highly doubt that removing code for the various crafting systems would solve anything. The problem is the spaghetti mess that has become of the game code. This is total an assumption on my part, I do not have any direct knowledge of the state of the game's base code and is based entirely on previous examples of unintended consequences arising from a small change here or there. E.g., when minII crafting, and nothing else, was broken even though nothing was changed to the GS crafting system.

    In fact attempting to selectively remove a portion of code, such as crafting, would likely result in more problems that it may or may not solve.

  9. #29
    Community Member donfilibuster's Avatar
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    Haven't seen the post about the bolts and arrows but there was also the twf vs. doublestrike debate and all that.

    When they had that performance issue with the combat system they just changed the game mechanics.
    Therefore it looks unlikely that they take down a system for fixes instead of merely tweaking it.

    That practice obviously lead to more bugs with every new system.
    Since QA time seems to be on budget, there ought to be some process to work preemptively instead of correctively.

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