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  1. #1
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    Default If I were to make a crafting system...

    Assuming, of course, I had the resources to design one, I'd first try and set up a goal for loot. This is just a generalization, and of course there would be some variation, and considerations made for quest/arc length and difficulty. But I figure this is a pretty sound and solid guideline.

    My formula for determining item strength is Minimum Level + adjustment for what the “appropriate” level for the item enchantments are. So, ML +1, the item is available a level earlier then its power would suggest.

    1) Beginner Named – Level 1 items to help you learn the game. More of an Honorary Mention in the power guidelines then anything else.

    2) Random Loot – Their abilities and powers are “at level” for their ML.

    3) Basic Crafting – A little better then random loot. Their abilities and powers should be ML +1.

    4) Named Loot – Any Named item that appears in a quest should be built around ML +1.5~3 in strength. It's notably stronger then random things at-level, and even crafted things, but can still be out-grown. Named should also have access to powers that Random Loot cannot, or should be available 5 levels earlier then when they show up random loot.

    5) Special Crafting – Combining basic Crafting with special materials from certain arcs yields stronger enchantments, or powers that are limited to Named Loot and not available on random stuff. This should bring up crafted item strength around ML +2~3.5, based on how hard it is to meet the material cost vs. how long it takes to get the named loot to drop.

    6) Raid Named Loot – That which people really grind for. When you have to do flagging and get everything set up, and then a bunch of people lined up with you, it should be worth the effort. I'd project raid named item strength to be around ML +3.5~5. When you get it, it will last a good while before you outgrow it.

    7) Endgame Crafting – The only thing better then finding the creations of someone else is to create your own legacy. To create weapons of awesome power, to create armor that can stand up to the greatest of blows, so on and so forth. Collecting special materials across the highest reaches of the game to create the most powerful things in the game. Projected to be around ML +4~6.

    Storage
    First and foremost, I'd make sure crafting had its own storage bags. There'd be a freebie small one people could nab with additional ones could be sold at vendor, and medium and large bags were available for sale, either available initially or sales options unlocked through favor. There's already enough stuff in ingredient bags.

    Creating Base Items (Optional)
    My crafting system would enable people to create even the base items if they wanted. This section would be optional, so people who have no interest in it could skip it and proceed to other degrees of crafting.

    Item Materials
    All of the materials used to make equipment would be available for making base items out of. Initially, only the more common ones are available from a vendor, and some can be unlocked through favor to become available for purchase. A character can also gain materials by trading collectables, random drops from dungeons, and a few pieces when breaking down a weapon. For those who are not interested in crafting base items, the materials can be sold or traded for other collectables.

    For higher armor tiers, the base materials are used, in conjunction with an amplifier item. I'd personally use the different ranks of Sibby dragonshards, give them some more use.

    Item Molds & Cosmetic Effects
    I'd include the “Mold System.” Initially, there are 10 sets of Item Molds. Each mold contains 1 skin for each weapon type, armor type, helmet, and goggles. Initially they're all locked, but a new crafter can pick 2-3 sets to unlock for free. There may be an additional free lock or two later, and the rest have to be earned somehow. You could also buy the molds so they are unlocked from the DDO store, either individually or part of a set. Additionally, the store could offer special, unique, and/or seasonal molds.

    The mold determines the item's design, and the material used affects its color. During creation, the crafter can also add in dye, which changes the base color of the item. In the case of armor that has multiple parts, the main segments are changed to the dye color, and highlights or additional pieces turn different colors.

    Creating the Item
    No skill is required; you just toss the materials in the device, pick what item you want, and if it's a weapon/armor/helm/goggle, pick one of the molds you have unlocked, and an optional dye if you have one and want to use it. Click craft, there ya go.

    Basic Crafting
    Cannith Crafting's a good start, but there are a few things I would change. I would consolidate the lesser/greater essences, so there was just one essence kind. I'd allow a “general” breakdown option, so that you get a smaller amount of essences from everything, or use a focused item to break down one aspect of the item.

    I'd make sure that any enchantment Random Loot can have, Basic Crafting can also duplicate – and be used a little earlier.

    I'd also allow an Item Rename option once you crafted it.

    Special Crafting
    This is where I'd start changing things up. Special materials that drop in adventure packs can also be used with Basic Crafting. They are used to create more powerful enchantments, things that are either limited to Named Items, or get a greatly reduced ML effect, so they can be used much earlier then they would be seen on Random Loot. Additionally, these materials would be used so that you could add and upgrade augment slots to items you enchant, up to 1 dual-color and 1 single color.

    Endgame Crafting
    The whole ball of wax, but “betterer!” Running around end game can net you materials for powerful base items (ML 20 or 25 at least, if not higher), running raids for materials to make powerful enchantments, and having your own custom stuff to face off with the nastiest things DDO has to throw at you.
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  2. #2
    The Hatchery
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    Dandonk's Avatar
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    But... as long as you can make ghostbanes, what do you need all the other things for?
    DDO: If a problem cannot be solved by the application of DPS, you're not applying enough.

  3. #3
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    Default

    Quote Originally Posted by Dandonk View Post
    But... as long as you can make ghostbanes, what do you need all the other things for?
    Why, adding stronger ghostbanes, of course! And with the ability to add slots to crafted gear, you could fill those with ghostbane augments, for ghostbane ghostbane ghostbane (weapon) of ghostbane ghostbane - and have two more ghostbanes!
    Anything can be explained by drunken wizards.

    "Hey! I got a piece of the +1 Butter Knife of Victory! Ah-oh, wait, wait. It's just a crummy, normal +1 dagger of ghostbane..."

  4. #4
    Community Member Vellrad's Avatar
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    Default

    Sigh.
    What I learned is, casuals would appear anyway, demanding raid loot quality and highest crafting level required items at casual quests.
    Devs would submit after a while, and gave it to them.

    I really like idea of raid crafting.

    I loved legendary weapon system in lotro, where you need to obtain sufficient crafting level, favor with crafting faction and symbol that drops in raid chests to forge superior weapon.
    Then you leveled it up, swapped its enhancements to best fit your playstyle and goal you wish to achieve with said item.
    At the end, you added augments to further boosts your stats, or add some special effects.

    But, unfortunately, I don't bellive we will ever see crafting upgraded in DDO.

    I love how cannith crafting works, and by that I don't mean its effect but basic mechanics. It allows crafters superior customisation, something I've never seen in any other MMO (not saying there are no systems allowing customizable crafted item, but most out there are just: select item, wait until done). But it wasn't updated since sooo long, and is now absolutely useless (maybe except few weapons at low heroic levels).
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

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