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  1. #1
    Community Member AsburyParker's Avatar
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    Default Proposed changes to Cannith crafting

    Considering that the developers have indicated that Cannith crafting may get an update soon, I have some suggestions for changes to the system, which I think will make crafting relevant at every level even for first life characters.
    First let me propose the justification for my proposed changes. My main issue with crafting in its current state is that leveling crafting is such a grind that it’s not worth pursuing during a first life. For example, if I make a trapper the grind to make level appropriate trapping gear is not practical for that character’s first life. Now I know that someone will likely chime in here to enlighten us that Turbine implemented this grind in crafting due to their monetization in the game to bypass such grind. However, as you will see my proposed changes will provide a way for Turbine to monetize convenience in crafting and not grind, which I suggest will make crafting more enjoyable for players and potentially increase monetization for Turbine.

    Now on to the proposed changes.

    -Make disjuncted items have a maximum crafting level of +1
    Why make crafting blanks have a maximum level of +1? See the proposed change below

    -Make crafting level gated by character level

    Primarily, I am thinking that access to craft shards of potential should be gated by character level (specifically every two character levels). So, for example, at character level one a crafter has access to craft +2 shards of potential, then at level three he or she can craft +3 shards of potential. This means at character levels one and two a person can craft gear with a minimum level of three, at character level three the crafter can make minimum level five gear and so on.

    Secondarily, grind to craft level appropriate effect shards should only require a minimum to moderate level of grind at that character level. By level appropriate effect shards I mean, a crafter should not be able to craft effect shards before those effects may appear on randomly generated loot items. In other words, crafting levels would not be granted automatically with character level. The character would have to produce some shards/deconstruct some items to reach the maximum crafting level for that character level.

    The last aspect of my proposal involves the DDO store. First, I would recommend that the store continue to sell crafting elixirs for characters who have not diligently kept up with their crafting but want to quickly grind up to their current maximum crafting level. Second, I suggest putting House Cannith Marks in the DDO store and that masterful craftsmanship shards should be craftable at the first crafting level. This way a third level character could make a base minimum level five item add masterful craftsmanship and use it at level three. House Cannith marks should still be purchasable with plat with house Cannith favor unlock as it is now. Therefore, you can eventually gain access to masterful craftsmanship on a first life in game, but if you want access earlier, you have to pay. Also, all crafting shards’ binding statuses should remain as they currently are in game.

    I think these changes would improve the Cannith crafting experience for new players as well as potentially provide a new source of revenue for Turbine.

    Any feedback or criticisms for things I missed are welcome.

  2. #2
    Ninja Spy phillymiket's Avatar
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    Quote Originally Posted by AsburyParker View Post
    Second, I suggest putting House Cannith Marks in the DDO store.
    It's there already.
    DDO Store > Crafting > Essences and more > page 5 > Mark of House Cannith.
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  3. #3
    Community Member AsburyParker's Avatar
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    Default

    Well, good. I checked the Wiki not the actual store.

  4. #4
    Community Member Miow's Avatar
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    /not signed

    I don't think i want to elaborate.

  5. #5
    Community Member Stoner81's Avatar
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    Not signed one bit!

    The crafting system is fine the way it is, all that is required is to update the recipes to include all the new prefixes and suffixes. They should also bring back all the really good ones and put those on raid loot but that is another story... anywhoo back on topic. Cannith Crafting was never ever meant to be "viable" for first life toons (imho), it is something to get in to that is a a long term plan with long term goals which I why I started it. Getting to level 50 or so doesn't take massively long at all and by that point you can make some really nice low level twink items. Once you arrive at 100 (which does take a while I grant you that) you can pretty much make everything that you could think of unless you want Flexible shards for a specific reason (which I did).

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  6. #6
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    Not signed, I didn't like even one of your ideas... bummer since I would love to see some improvements made to the cannith crafting systems.

  7. #7
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    Default A modest set of proposed changes

    I suggest the following recipes be added:
    Natural armor extended to +6
    Striding extended to 30% (or change from striding to speed I - VI, but honestly striding will do)
    Deadly added to +6
    Protection and resistance extended to +6
    Wizardry extended to +6
    Radiance lore added per the other lores
    Bugs with proof vs poison fixed
    +Skill shards extended to +15

  8. #8
    Self-Appointed Coin Lord of the Seas ForgettableNPC's Avatar
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    I think all we really want is to update Cannith Crafting so it's current with all the Enchantments that are available as lootgen. And if not so, at least neat stuff like Laceration, Vorpal, Banishing, Smiting, Disruption, and etc.

    Though some of the old Enchantments are still pretty good for Crafting purposes, like Metalline Prefix instead of it being a Suffix now. And you can never go wrong with Deception items.

    Metalline + Greater Bane on a Flametouched Iron Weapon can be pretty sweet.
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  9. #9
    Hopeless Romantic dunklezhan's Avatar
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    I am unsure how your changes would do anything except increase the grind on each life. You'd end up forced to make and level a crafter just to get them to level cap and stay there so they can keep making whatever they want when they want. Maybe not a waste of a character slot, but not exactly ideal.

    I kinda like the idea, thematically, that your ability to produce shards of potential be level gated. But I think I would hate the reality of it for the same reason as above - my high crafter level character could not make decent items for my other characters, guildies, or newbies if they came to me with a requirement just after I TRd, for instance, until I'd levelled both that character and relevant crafting skills again. Unless the proposal is to make cannith crafting self-only, which I would very much be against.

    When cannith crafting first arrived, I was less interested in what i needed to make, and I more loved the fact that I could for example hear someone moaning in chat about missing just that one best-in-level single or possibly double effect they needed to fill a gap - a skill, a stat, a weapon effect, whatever - and I could hop toons and very likely mail them a nice surprise in short order. You could do that right up to high teens loot. Never mind how much you could help out a brand new player with just a few key items (actually, that does still work but only to a much lower level range than before).

    Update the effects to current lootgen, add some of the long-missing effects, and tweak either the XP rewards or the ingredient values, and call it done. There's nothing wrong with it as a system per se. I'd rather see it updated but left intact than they try to get clever and break it completely. Unless the only way to update it is a complete overhaul... in which case lets hope we get some real consultation on that, real soon.
    Last edited by dunklezhan; 02-12-2015 at 04:08 PM.
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  10. #10
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    /not signed
    Because crafting as it is taking a long time to get to max level creates a nice sense of progression of my character as he TRs if you set the past life feats aside. Crafting taking that long is good. We don't want it being short and we definitely don't want cheap mechanisms to ensure more grind than needed.

    What crafting needs is: Updated recipes that go up to epic levels (no need to reach maximum level, +8 to stat is fine), leave some of the non-overlapping old recipes there to keep the uniqueness of crafting with the no longer possible effects. An increase in crafting levels would also be possible. I think level 200 would be reasonable.

    This is already too much work. Especially if epic effects come into play. The reason is that lootgen takes a blank item and gives it a certain enhancement level. Then it tries to pick from a list of prefixes, suffixes and enhancement bonuses a set of 3 to add up to that enhancement value. But: heroic table lists and epic table lists are separate. (You can't have a +7 in heroic loot) If in Cannith crafting you unite those effects then you need to make sure that epic effects only apply to epic items. No single +8 INT with a +8 enhancement bonus and a minimum level of 15.
    So that may need some new mechanisms for crafting, but idea remains the same.
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  11. #11
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    Default Craftable Augment's

    I would very much like to see augment's that we could craft on added

  12. #12
    Community Member MageDNA's Avatar
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    Quote Originally Posted by ForgettableNPC View Post
    I think all we really want is to update Cannith Crafting so it's current with all the Enchantments that are available as lootgen.
    This! And not more : )

    I'm a new crafter, just reached lvl range 50 in my schools, but all I can say, that I'm socked, that how can turbine even sell essences and any kind of crafting boost for rl money in there store when the one and only crafting methode, aka canith crafting is soooo much out of date.

    Now that I went a bit deeper in the existing canith crafting system I had to realize, that it's not just that we missing some of the most cardinal enchants from cannith's recipe book, it's not just that the stat system is cap'ed like if the game would allow max lvl 10 caracters (natural armor 3 is the cap? hahaha) But some enchants needs more then one ML if they are made by canith crafting even like a mastercraft (-2ml) then the green looted versions, what are falling like a heavy rain from quests and have no price on ah.

    I just made a thread a day ago, by asking some veteran crafters, like, do cannith crafting has some secrets what makes it viable? As fare as I was able to figured out from the answers, it have not.
    But even now I can't leave the illusion, that there should be something hidden... it's can't be that something is that unbalanced, out of date and we have actual sales connected to it on the ddo store - it's honestly a bit socking : /
    Last edited by MageDNA; 02-14-2015 at 04:44 PM.

  13. #13
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    Quote Originally Posted by AsburyParker View Post
    I think these changes would improve the Cannith crafting experience for new players
    You're wrong, and these are terrible ideas.

  14. #14
    Community Member bsquishwizzy's Avatar
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    Quote Originally Posted by AsburyParker View Post
    Considering that the developers have indicated that Cannith crafting may get an update soon, I have some suggestions for changes to the system, which I think will make crafting relevant at every level even for first life characters.

    Now on to the proposed changes.

    -Make disjuncted items have a maximum crafting level of +1
    Why make crafting blanks have a maximum level of +1? See the proposed change below

    -Make crafting level gated by character level

    Primarily, I am thinking that access to craft shards of potential should be gated by character level (specifically every two character levels). So, for example, at character level one a crafter has access to craft +2 shards of potential, then at level three he or she can craft +3 shards of potential. This means at character levels one and two a person can craft gear with a minimum level of three, at character level three the crafter can make minimum level five gear and so on.

    Secondarily, grind to craft level appropriate effect shards should only require a minimum to moderate level of grind at that character level. By level appropriate effect shards I mean, a crafter should not be able to craft effect shards before those effects may appear on randomly generated loot items. In other words, crafting levels would not be granted automatically with character level. The character would have to produce some shards/deconstruct some items to reach the maximum crafting level for that character level.

    The last aspect of my proposal involves the DDO store. First, I would recommend that the store continue to sell crafting elixirs for characters who have not diligently kept up with their crafting but want to quickly grind up to their current maximum crafting level. Second, I suggest putting House Cannith Marks in the DDO store and that masterful craftsmanship shards should be craftable at the first crafting level. This way a third level character could make a base minimum level five item add masterful craftsmanship and use it at level three. House Cannith marks should still be purchasable with plat with house Cannith favor unlock as it is now. Therefore, you can eventually gain access to masterful craftsmanship on a first life in game, but if you want access earlier, you have to pay. Also, all crafting shards’ binding statuses should remain as they currently are in game.

    I think these changes would improve the Cannith crafting experience for new players as well as potentially provide a new source of revenue for Turbine.

    Any feedback or criticisms for things I missed are welcome.
    Yeah, wow. These are awful suggestions. If implemented, no one would use crafting.

    The amount of crunching you have to do to get to reasonable crafting levels means that you often have potentially grind over multiple lives, mainly to acquire essences. Some people also craft as they go, as opposed to sitting in the crafting hall for hours at a stretch.

    Likewise, given the volume of essences and components required, many players have 1 dedicated crafting toon. This means that those of us who have this dedicated crafter would never be able to TR their crafters because it would impact twinking their alts who may be at a higher level already. So “gating” crafting to the actual class level of the crafter kills Cannith Crafting’s one and only strength.

    As for making stuff purchasable in the DDO store – that already exists. I think you can get virtually everything you need in the DDO store, including XP boosters.

    So, your suggestions either already exists, or would so totally cripple Cannith Crafting that it would be unusable for a broad swatch of the player base.

    Hence, no.

  15. #15
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    Yeah not signed.

    Sorry, these are all just terrible ideas.

  16. #16
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    Quote Originally Posted by HunterjWizzard View Post
    Yeah not signed.

    Sorry, these are all just terrible ideas.
    I 2nd this thought.

  17. #17
    Community Member Inanout's Avatar
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    Crafting augments great idea.
    Adding missing lootgen effects a no brainer imo.
    +1 to op for making an effort though I don't agree with them.

  18. #18
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    sorry but these are bad ideas. OP.

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