I don't disagree that its possible to come up with another alternative. But whats beeing asked for here is to have everything know so you don't have to engage your brain at all when crafting, and that is what I oppose. I prefer the current way.
Some things you will just have to learn. It's a good thing, whether you see it or not.
Last edited by Axeyu; 08-19-2016 at 06:50 AM.
I bolded that last statement just to iterate a point, that you (and others) would probably admit, that this new CC does pose challenges (and risk) to the Social dynamics in crafting (CC specifically). This is one of many aspects of crafting that is apparently being overlooked in both the Design of new CC and the objective criticism from those testing (previewing) new CC.
Kyll - Guild leader of Your Part Time Guild on Wayfinder server.
-- Your Part Time Guild has over 750+ Guild Members!
@NoWorries
This, especially bolded part (and TS isn't that powerful now, but CC was the only place you could still get real detect secret doors, not the lamesauce version that got nerfed a couple of years ago. TS now is what DSD pretty much used to be - I just want the effect, I don't care what you call it).
And Level 10 for persuasion is maybe taking things a bit far, lol, but then I think you knew that when you suggested it, and just wanted me to spit coffee on my keyboard!
Mission accomplished, sir.
Last edited by dunklezhan; 08-19-2016 at 11:47 AM.
I wouldn't argue with that at all. Being able to craft epic stuff, on it's own, means I'll have less resources to be generous with for a while. But it only took me a few minutes on Lamma to see that my laissez faire attitude about grabbing bags and clicking on every mushroom over that last couple of years, is going to impact things much more. Those days are over, of course.
Now, if someone proposes passing the collectables needed to make something, I'll be fine with that. But freebies are off the table.
People who think they know everything are a great annoyance to those of us who do.
The new system tends to make items that are weaker and less flexible than the old system that are much more expensive.
Turbine is betting on making money from the sell of ingredients in the DDO store but what is really going to happen is that the few people who do craft a lot are not going to be able to craft much anymore.
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Or you could say the devs are listening to everyone who says the costs are fine! Hurray devs for listening!
(Or maybe we should wait and see how it plays out in reality, and the devs can lower costs later if needed.... Raising costs later if needed would be much much harder)
I don't see crafting as a tool to make multiple items for every single level during a character's life.
I see as a way to make 1 or 2 items at certain important break points to fill in gaps.
Random loot and named loot covers nearly everything already... I will spend the time and effort leveling my crafter just so I can make an occasional item with the 1-2 attributes I'm missing in my inventory set-up at level 15, or 20, or 28.
But I don't see any reason to set up this system so people can easily make 50 perfect items for themselves, and another 500 items for their guild mates.
Clearly, you don't work with many new-to-game players. Have you considered that the Starter weapon from the Grotto is potentially the best weapon for up to 5 levels of a character's life? We've run newly generated character experiments, and gone as long as 5 character levels before an all-melee New Random Loot weapon was pulled from a chest!
My guild has seen over 2,000 players pass through over the last 18 months, and I realize that's a high volume, but the players who are truly 'new to game' get taken care of as much as we can, providing a quick/easy prefix-only crafted weapon with a shard to throw on as suffix later (Prefix-only makes it level 1 wield, adding Suffix typically makes it level 2-4 wield), so the players could 'grow' their weapon with their gameplay.
We see it in our Guild Chat all the time, for the new-to-game players who either hit the lottery ("hey look at this" -- a level 1 Vorpal weapon pulled out like a winning lottery ticket) - or the frustration of new-to-gamers who keep asking why all the weapons in the chests only have spell-casting effects! We've been forcibly helping these new players with the existing (soon to be Legacy) Cannith Crafting system.
So, this new system will bring challenges to the game, not just in the social terms you state, but in terms that equate to Player Retention. I say to you and the DDO Dev's -- "Good Luck With That." (we will need luck to avoid an ever creeping and potentially accelerating Maintenance Mode...)
Kyll - Guild leader of Your Part Time Guild on Wayfinder server.
-- Your Part Time Guild has over 750+ Guild Members!