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  1. #1
    Community Member Graceunderpressure's Avatar
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    Default Time to improve Cannith crafting!

    It's time to reason out the difference between good fun and something not worth using in the game (= No fun so boot it to the curb)

    Some things that are Long overdue;

    Increase crafting level so can craft unbound Ins shards. Not sure how crazy others are, but I gave up on total waste of collectables crafting at 16% success rate! (= Neg fun in game because not worth doing )

    Add Quality shards!!!! Really? Can do this on Slavers @ ML8!!!!!!! (No brainer there )

    Need an Exchange Vendor for ALL collectables. (If not ALL at least RARE!!!) Some of the Collectables are Stupid Hard to Farm and again, simply not worth the effort. Don't mind Farming 50-100 runs for something, but not going down the 1000's road any time soon. (Again, No Fun to have something Not usable in game)

    Makes Zero sense that most are doable, but simply because of not having planned around it, there are a handful that are ridiculous!! This = Big division between solo and small groups vs Huge Guilds. Big enough Guilds and Lackeys running endless quests either get you what you need with Zero effort, or send 12 of them farming for good success vs 1 or 2 runners.

    Simple Vendor that will exchange Same Tier, Same Rare/ Uncommon/ Common 1 for 1 Even across the board is all that is needed. How simple is that!?

    Haven't been around near as long as others, but when I first decided to get my crafting levels I thought (reasonably) that, at the very least, I would be able to craft Any enhancement that I could find on regular drop items in game. (ie. Find a regular shield with Ins Fort, means I can craft Ins. Fort on any shield)

    This was the first kicker, that regular drops have More random stats than you can craft.

    Don't get me wrong, still think this is a Great game, just think that it's time to get past the Confusion part of all the little things that got put together and try to Flow things into a more Sensible Reasonable manner.

    Having an ability that you can use in game = increased fun and Expands game play. Having an ability that is Zero fun because not worth the effort = Kick to the curb and Shrinks game play. Game play continues to shrink enough, subconscious looks for something more fulfilling.

    Many things that were added, didn't take enough of the Already Working game mechanics into consideration so they add confusion rather than work in harmony. I could list more, but this would be a good start

  2. #2
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    I support that Cannith Crafting should be updated to add more affixes and fix the ones that don't work.

    To this I would add, please increase the affixes that can be added to rings. These ought to be the most generic crafting item, capable of taking all affixes.

    I do not imagine it is an easy task, however, and with the (unwanted but seemingly inevitable) planned increase in level cap, I would rather the Devs plan for Cannith Crafting change to be part of that.

  3. #3
    Community Member Oxarhamar's Avatar
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    Signed.

    fix crafting last time it was updated to be a broken system

  4. #4
    Community Member Jerevth's Avatar
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    I have multiple stacks of funerary tokens, smoldering embers, etc- some things (i.e. Prayer beads for free lesser restoration pots) are useful as turn-ins but some are based on the earlier versions of the game where it requires several turn-in types to get something of meh value. I'm surprised the traders don't have a 10:1 or 100:1 trade in place for commons to uncommons/ uncommons to rares. Some traders don't have item trades that are viable items anymore. Tara Wightraven is spot on, however- 3 Medium Eb shards for a major experience elixir.

    The current system could use some tweaks to check for relevance of trade rewards in today's game, and a ratio of common:uncommon:rare turn-in would be grand, but overall it's a well set-up system.

    And brewing!
    We need Cannith Craft Brewing for potions, beers and meads. (Shavrath Honey for that devil may care mead?)
    In all posts: Assume I'm just providing a personal opinion rather than trying to speak for everyone.
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  5. #5
    Cosmetic Guru Aelonwy's Avatar
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    We may have to wait until the level cap increase (I am still NOT looking forward to that but...) we really could use the higher minimum level shards AGAIN for people to... you know gain level in crafting. They removed them to protect us from ourselves but gave no thought to how they setup the crafting leveling system.

    Certain collectibles are aggravating to acquire, no doubt about it. And others overflow my crafting storage to the point I just trash anything over 1k.

    I actually really like that random gen has these double-effects that crafting doesn't it makes getting those blue-bordered items exciting... but crafting could really use a lot more flexibility to match what is possible in random gen, for instance Shields and orbs could use Insightful spellpower in the extra slot. I'm fine with not getting the special double-effects in random gen if I can at least craft the effects I have in all the slots prefix/suffix/extra that they can already appear in random gen.

    I would also like to see someday some of the special single-effect things only found in random gen to show up at the cap of cannith crafting whenever they finally decide to raise its cap. It makes sense to me that a master enchanter/crafter is responsible for the vorpal/banishing/disruption/paralyzing weapons, maybe it takes someone with the ultimate experience crafting to put Trap the Soul Guard on an item.
    Blood Scented Axe Body Spray (Thelanis)
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  6. #6

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    we should be able to add augment slots, even double ones—hey someone put them there in the first place lore-wise, right? Just make it high level crafting

    Perhaps too make it possible to craft augments
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  7. #7
    Community Member Chacka_DDO's Avatar
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    First and foremost introduce "flexible level shards", so that you only need to craft one item and this item works for all character levels (the item scales with your character level) there is NO point that you have to craft up to 30 different items who do exactly the same just only with a different Minimum Level!

    Next is we need a trade-in system for collectibles so that we can trade unwanted/needed collectibles for some we want/need, I can imagine a trading system where you can trade 3 unwanted collectibles for one you need would be fair.
    A possible solution could be that you can trade the collectibles for 18 different materials (tier 1-6 and common, uncommon, and rare), and for these "materials" you can "buy" the collectibles you want at a collectibles broker.

    And we need flexible shards back and for that crafting levels past 400 and of course, many more recipes, if you ask me every existing effect in DDO should be craftable, for me the only question is what materials you need for that and how you get them so that crafting is not too easy and also not too hard compared to named items.

    And crafted items should have the option to be sentient and also have a way to get mythic and reaper boosts on them.

    And of course, I'm still convinced that DDO should have items that are designed for any character level, and to make it still interesting to improve your items the effects should come in different "quality levels" this means items have effects with different "power levels" similar to the old power level 34 items who were removed from the crafting with U51.

  8. #8
    Community Member Graceunderpressure's Avatar
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    Quote Originally Posted by Aelonwy View Post
    We may have to wait until the level cap increase (I am still NOT looking forward to that but...) we really could use the higher minimum level shards AGAIN for people to... you know gain level in crafting. They removed them to protect us from ourselves but gave no thought to how they setup the crafting leveling system.

    Certain collectibles are aggravating to acquire, no doubt about it. And others overflow my crafting storage to the point I just trash anything over 1k.

    I actually really like that random gen has these double-effects that crafting doesn't it makes getting those blue-bordered items exciting... but crafting could really use a lot more flexibility to match what is possible in random gen, for instance Shields and orbs could use Insightful spellpower in the extra slot. I'm fine with not getting the special double-effects in random gen if I can at least craft the effects I have in all the slots prefix/suffix/extra that they can already appear in random gen.

    I would also like to see someday some of the special single-effect things only found in random gen to show up at the cap of cannith crafting whenever they finally decide to raise its cap. It makes sense to me that a master enchanter/crafter is responsible for the vorpal/banishing/disruption/paralyzing weapons, maybe it takes someone with the ultimate experience crafting to put Trap the Soul Guard on an item.
    Just to be clear, I wasn't counting the Blue bordered randoms when I was comparing to craftable, only the regular green drops if that makes more sense (Never expected to be able to craft those nice lighter blue drops as some of them can have what, 5 enhancements + Aug slots!!!)

  9. #9
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    I'm less concerned with dumbing down collectables or adding new affixes...CC was never supposed to be "design your own named item", so affixes like quality are probably going to stay in named loot or special crafting like slavers.

    I think the big improvement to CC would be expanding what slots existing shards can be used in. Too many useful affixes are only available on slots in conflict with key set pieces for the builds that would use them.

  10. #10
    Community Member archest's Avatar
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    I would like to see lore and elemental damage able to be applied to the same item.

    they are either both prefix or both suffix

  11. #11
    Chaotic Evil Mindos's Avatar
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    Default Stank!

    Bring back craftable Stench!

  12. #12
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Oxarhamar View Post
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    fix crafting last time it was updated to be a broken system
    And so we want them to "update" it again?

    Yeah, it needs help but I worry if this is another case of being wary what we ask for.
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  13. #13
    Community Member Graceunderpressure's Avatar
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    Quote Originally Posted by MaeveTuohy View Post
    I support that Cannith Crafting should be updated to add more affixes and fix the ones that don't work.

    To this I would add, please increase the affixes that can be added to rings. These ought to be the most generic crafting item, capable of taking all affixes.

    I do not imagine it is an easy task, however, and with the (unwanted but seemingly inevitable) planned increase in level cap, I would rather the Devs plan for Cannith Crafting change to be part of that.
    Agreed, rings are currently the most in need of improvement. They should be second only to Trinkets in diversity and are not even in the ballpark.

    Again, just to be clear, not looking for a system to replace Named Items. I would be fine with one that mirrored what is available on regular green drop items. If Quality is not available on any of those items, so be it. Still strange though that L8 crafting system has that ability and L30 does not.

  14. #14
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    The current iteration of crafting came shortly after they revamped random dropped loot. There are a lot of limitations to it, but also some strengths to help compensate, the largest of which is that your numbers are always at maximum and not in a range like on random loot. You can not craft every effect that random drop loot has, but you can craft a few things that random drop loot can't have.

    The biggest thing, really, is that a lot of effects have been taken out of the pool entirely. The recent addition of the rare double effects was nice, but there are some older effects like banishing that would be nice to see again (I haven't seen Vorpal in a while either come to think of it).

    Crafting was always intended to be something to fill in the gaps rather than something to compete with named gear. It could always use a little love, but it still fills its niche as it is.

  15. #15
    The Hatchery Bonulino's Avatar
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    Quote Originally Posted by Hydian View Post
    Crafting was always intended to be something to fill in the gaps rather than something to compete with named gear. It could always use a little love, but it still fills its niche as it is.
    Can we please remove this comment from all discussions about Cannith Crafting? Regardless of what it might have originally been planned to be, once it was released it became what the players used it for. I, for one, use it to craft customized sets of gear for each of my characters and it works very well for me. Others use Cannith Crafting as they see fit. But I don't think anybody feels constrained by what it may have originally been planned to be.
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  16. #16
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    Quote Originally Posted by Bonulino View Post
    Can we please remove this comment from all discussions about Cannith Crafting? Regardless of what it might have originally been planned to be, once it was released it became what the players used it for. I, for one, use it to craft customized sets of gear for each of my characters and it works very well for me. Others use Cannith Crafting as they see fit. But I don't think anybody feels constrained by what it may have originally been planned to be.
    No, its still relevant. The intent informs the design; even if players find other ways to use it, it has to continue to be balanced with a certain role in mind, and the discussions are almost always talking about what crafting should be, not what it is

  17. #17

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    Quote Originally Posted by Mindos View Post
    Bring back craftable Stench!
    and bodyfeeder!
    Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
    Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players


  18. #18
    Cosmetic Guru Aelonwy's Avatar
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    Quote Originally Posted by cdbd3rd View Post
    And so we want them to "update" it again?

    Yeah, it needs help but I worry if this is another case of being wary what we ask for.
    Hmm yeah that is a concern, they do have a penchant for ripping something out and starting from scratch rather than just making tweaks and adjustments as needed.
    Blood Scented Axe Body Spray (Thelanis)
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  19. #19
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by cdbd3rd View Post
    And so we want them to "update" it again?

    Yeah, it needs help but I worry if this is another case of being wary what we ask for.
    It's a gamble that it will be worse for sure currently thou its broken so go fo broke

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