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  1. #101
    The Hatchery Scraap's Avatar
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    Quote Originally Posted by Cordovan View Post
    Please keep the discussion on-topic, there is no need to get into a heated discussion over join dates or varying definitions of words.
    Ok, so what are the major motivating factors in slowing down gear accumulation even further for folks that don't have it yet?

    Only thing I can honestly think of is a reluctance to revisit older content and adjust it based on a practical review of prevalent gear. Surely there's something I'm overlooking?

  2. #102
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    Quote Originally Posted by Khurse View Post
    No, you need access to Shroud,Amrath, or DA to craft Devil Beaters.
    Sorry, but still - to me, it kind of defeats the point of making crafting a different avenue, if you still need specific packs.
    Even if these packs are currently the only (high level) places said monsters appear.


    Quote Originally Posted by Khurse View Post
    Not really, you can make a +4 Holy of Bane weapon (DR breaker if needed obviously) at level 35 Arcane,31 Divine.
    That's a relatively low level to create a pretty decent weapon.
    OK, fair enough point about making a decent weapon. But you'll still have less xp to go around for a reasonable price at higher levels with the new costs.

  3. #103
    Hatchery Founder Ganak's Avatar
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    Great post and thanks for all the info and good answers Madfloyd.

    My feedback, phrased as a question, is: Are we done with crafting for a while so we can talk about the new raid and epic loot improvements please?
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  4. #104
    Community Member Shade's Avatar
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    My feedback is:

    Madfloyd - get someone else to work on this crafting system, because your far too awesome of a dev to be bother wiith this ****.

    You should be working on the U11 raid and making it uber challenging =)

  5. #105
    Developer MadFloyd's Avatar
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    Quote Originally Posted by Ganak View Post
    Great post and thanks for all the info and good answers Madfloyd.

    My feedback, phrased as a question, is: Are we done with crafting for a while so we can talk about the new raid and epic loot improvements please?
    No, we're not done with crafting, but that doesn't stop you from starting a separate thread.

    New raid?


  6. #106
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    Quote Originally Posted by MadFloyd View Post
    New raid?
    I Lol'ed.
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  7. #107
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by MadFloyd View Post
    Q. Will I be able to make better items than raid loot?
    A. Not at this time. Raid loot is currently has the highest level of items in the game. It is possible that in the future we consider including a crafting avenue to enhance existing raid loot, but we have no firm plans at the moment.
    This somewhat contradicts the general feeling among most players that Epic items should generally be above raid loot in quality (with the exception of Tower of Despair raid loot).

    Genasi indicated here :
    Quote Originally Posted by Genasi View Post
    It's worth remembering, too, that the Carnival Epic quests are easier than most, but I think sirgog's point that it's still in many ways tougher than Shroud is probably reason enough that this loot should come closer to greensteel in quality, especially because of the effort required to make an Epic item.
    that he at least largely agrees with that.


    My thoughts on how the hierarchy of loot should go:

    'Vendor trash' from lootgen (bottom 90% of drops)
    The weaker named items
    Midrange lootgen stuff (+4 Holy Scimitar, +6 Dexterity Ring etc) (91st to 99th percentile)
    Things you can craft with a 40/40/40 crafting skill
    Most named items
    Quality lootgen stuff (+3 Holy Silver Khopesh of Righteousness, etc) (99th to 99.95th percentile)
    The best named items (Boots of the Innocent, etc)
    Raid loot from +2 tome raids (including the Reaver because he's so easy)
    Premium lootgen stuff (+4 Anarchic Adamantine Maul of Greater Construct Bane, etc) - top 0.05% of lootgen
    Things you can craft with a very high (90/90/90) crafting skill
    Raid loot from +3 tome raids (excluding the Reaver). Amrath dungeons are about the same difficulty as these raids and so should (and do) drop named loot of this level.
    Loot from Epic Dungeons outside the Desert
    Raid loot from +4 tome raids and eChrono
    Loot from the Epic Desert

    Crafting would then help players that are more casual get into the +3 tome raids, most of which have modest gear checks and are quite frustrating if you are undergeared for them.

    At present, however, crafting doesn't really help players fill holes in their gear. If you don't have the resources to trade for a +6 Con ring or Heavy Fortification belt, you sure as hell do not have the resources to craft one. Cannith crafting lets players replicate the top 0.05% of lootgen loot efficiently, but doesn't let us replicate the rest of the top 10% of loot efficiently at all.
    Last edited by sirgog; 07-19-2011 at 11:57 PM.
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  8. #108
    Community Member Ungood's Avatar
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    Ok looks good to me, however, I'll reserve any judgment till the system goes live again and I can see it in action.

  9. #109
    The Hatchery sirgog's Avatar
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    One thing that might help make crafting more casual-player-friendly - add a quest with a significant repeat timer (66 hours like raids perhaps), where an NPC asks you to make a specific low level item (perhaps a +1 acid touch shortsword of lesser goblinoid bane) and return it to them. The reward would be a significant chunk of crafting XP (maybe 300 in an appropriate school), and a BtC Purified Eberron Dragonshard. The Dragonshard comes with the advice 'Save this, master crafters put these to good use, and one day you'll want them'.

    For the veteran, this would be a minor bonus while they powerlevel their crafting. For the casual player that has shorter, infrequent play sessions and less in-game resources, it would be a major source of XP.

    A higher level version of the same quest might call for a Greater Necromany Focus Ring, or something similar.



    Another suggestion that's been made before - we should be able to craft consumables sometime. Here's some ideas (a few have been posted before):


    Potion of Empowered Cure Critical Wounds (currently in-game but they are DDO store exclusive)
    Recipe output: 5 potions
    Potion effect: Min level 4, applies a caster level 7 Empowered Critical Wounds to the drinker.
    Cost to create: 10 lesser good essences, 1 +1 spirit, 5 Empty Crystalline Vial (sold by a vendor; serves as nothing but a plat sink and cost 5pp each)
    Required crafting level: Divine 20 (50% chance, improves to 100% at Divine 30)
    Potion status: Unbound.


    Superior Elixir of Bull's Strength
    Recipe output: 10 potions
    Potion effect: Min level 7, +6 Enhancement bonus to Strength, duration: 7 minutes.
    Cost to create: 20 lesser body essences, 1 greater body essence, 1 +4 spirit, 10 Empty Crystalline Vial
    Required crafting level: Arcane 35 (50% chance, improves to 100% at Arcane 45)
    Potion status: Unbound.


    Oil of Incineration
    Recipe output: 1 potion
    Potion effect: Adds 'Flaming' to the weapon(s) you have equipped. This effect does not stack with any other temporary weapon buffs (such as Oil of Incandescence from the Mabar event; or Master's Touch; or other similar oil/potion effects). This effect lasts 30 minutes and persists through player death and/or shrining.
    Cost to create: 20 lesser fire essences, 1 +3 spirit, 1 Polished Vial (more expensive plat sink, 50pp each)
    Required crafting level: Elemental 40 (50% chance, improves to 100% at Elemental 50)
    Potion status: Unbound.


    Potion of Lesser Inherent Electric Resistance
    Recipe output: 20 potions
    Potion effect: Grants a +5 inherent bonus to electric resistance (identical to the effect that can be crafted onto the second tier of a Shroud accessory, except this effect is not permanent). This effect lasts 10 minutes.
    Cost to create: 50 lesser air essences, 1 +5 spirit, 20 Polished Vials
    Required crafting level: Elemental 55 (50% chance, improves to 100% at Elemental 65)
    Potion status: Unbound.


    Potion of Restoration
    Recipe output: 10 potions
    Potion effect: As the Restoration spell
    Cost to create: 10 greater good essences, 1 +4 spirit, 20 Polished Vials
    Required crafting level: Divine 35 (50% chance, improves to 100% at Divine 45)
    Potion status: Unbound.


    Supreme Potion of Restoration
    Recipe output: 2 potions
    Special note: These potions cannot be used in raids, epic dungeons, or any future types of content with lockout timers.
    Potion effect: As the Greater Restoration spell. In addition, this potion removes all death penalties on a player, and applies a 15 minute persists-through-death, removed-on-rest debuff to the player, preventing them having death penalties removed by any means other than a rest shrine or tavern rest.
    Cost to create: 20 greater good essences, 1 +5 spirit, 1 Purified Eberron Dragonshard, 2 Shimmering Vials (1000pp each)
    Required crafting level: Divine 95 (50% chance, improves to 100% at Divine 105 when we get there)
    Potion status: Unbound.


    Epic Elixir of Bull's Strength
    Recipe output: 5 potions
    Potion effect: Min level 20, +8 Enhancement bonus to Strength, duration: 10 minutes.
    Cost to create: 50 greater body essences, 1 +5 spirit, 1 Purified Eberron Dragonshard, 5 Shimmering Vials
    Required crafting level: Arcane 95 (50% chance, improves to 100% at Arcane 105)
    Potion status: Unbound.
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  10. #110
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    Default Crafting is about to come to a GRINDASTIC halt...

    Quote Originally Posted by MadFloyd View Post

    Q. Who is crafting intended for?
    A. Players of all levels and playstyles who are attracted to this type of activity. It exists as an alternate avenue to acquire gear, where players can have a higher degree of control over the gear they acquire, even if it does take some time.

    Q. Why do some higher level recipes require rare ingredients?
    A. As designers, we have an obligation to balance the game. Some of the higher level recipes can result in very powerful items. Since players really only need one crafter for all their characters, we want to ensure that it's not just all about reaching the required crafting level, but having the appropriate ingredients so that making a number of these items isn't trivial.

    Q. Any other crafting changes in Update 11?
    A. We expect to make further balance changes based on feedback from Update 10Patches 1 & 2. The reason for Update 10 Patch 2 was to fix some mechanical errors with crafting, not balance changes. That said, we have managed to include a few balance changes in order get further feedback, but additional changes will most likely go into Update 11.

    [Release notes from Tolero]
    Experience and gold is no longer awarded upon shard and crafted item deconstruction.
    Patch is to "fix mechanical errors and doesn't introduce any balance changes"...lol...the developers clearly don't understand how the changes they've proposed have shifted the balance towards the power gamer!! Mark my words crafting is about to come to a grinding halt!! It's a HUGE mistake to make higher level recipes require rare ingredients AND make it so that item deconstruction no longer grants xp. That means that the ONLY way to level up is to create hundereds of shards requiring hundreds of rare ingredients (tomes, large shroud ingredients, other rares). This will shift crafting to POWER GAMERS ONLY...Turbines statement above that the the crafting system is available to the casual gamer is misguided.

    Let's say I'm a casual gamer at level 50/50/50, which is 10k XP in each of the schools. To get to 100/100/100 will require an additional 111k XP (37k XP in each school). Assuming an average of 100 XP per shard created (now the only way to level up since deconstrucing is not an option) the casual gamer would have to create approximately 1,110 shards. Now that the shards require rare ingredients (tomes, large shroud ingredients, and other rare items), that means the casual gamer will have to throw away approximately 1,000 rare items (which they will then deconstuct into lesser essences lol). Most power gamers can't afford to do this, much less a casual gamer. And that's only to get to 100/100/100, not 150/150/150. Because of this the casual gamer will disengage from crafting.

    Quote Originally Posted by MadFloyd View Post
    Q. Will I be able to make better items than raid loot?
    A. Not at this time. Raid loot is currently has the highest level of items in the game. It is possible that in the future we consider including a crafting avenue to enhance existing raid loot, but we have no firm plans at the moment.

    Q. Why do some higher level recipes require rare ingredients?
    A. As designers, we have an obligation to balance the game. Some of the higher level recipes can result in very powerful items. Since players really only need one crafter for all their characters, we want to ensure that it's not just all about reaching the required crafting level, but having the appropriate ingredients so that making a number of these items isn't trivial.
    I don't know if you understand this, but these statements contradict each other since you're saying that as designers you are worried the higher level recipes can result in VERY POWERFUL ITEMS yet you are stating that the intention is to make the items LESS POWERFUL than raid loot. The items are obviously not that powerful if you intend to make them less powerful than raid loot.

    I will give you kudos for openly stating the intent of crafting, even though it underscores the lack of thought put into crafting. Most veterans have run all the raids and have fully equipped their toons with raid gear. Why would they then invest the massive resources required to level up crafting if they can't craft better gear? To level up crafting from 50 to 100 in all 3 schools now requires you to create over a 1,000 shards, and since a lot of them now require rare ingredients (tomes, large shround ingredients, and other rares), that represents a HUGE investment in order to craft items that are intended to be lower level than raid loot (over 1,000 rares thrown away and deconstructed into lesser essences lol). To be honest it won't take long for veterans to figure out that they are much better off running raids, epic quests, and running events to gear up their character.

  11. #111
    Community Member Shade's Avatar
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    Quote Originally Posted by sirgog View Post
    One thing that might help make crafting more casual-player-friendly - add a quest with a significant repeat timer (66 hours like raids perhaps), where an NPC asks you to make a specific low level item (perhaps a +1 acid touch shortsword of lesser goblinoid bane) and return it to them. The reward would be a significant chunk of crafting XP (maybe 300 in an appropriate school), and a BtC Purified Eberron Dragonshard. The Dragonshard comes with the advice 'Save this, master crafters put these to good use, and one day you'll want them'.

    For the veteran, this would be a minor bonus while they powerlevel their crafting. For the casual player that has shorter, infrequent play sessions and less in-game resources, it would be a major source of XP.

    A higher level version of the same quest might call for a Greater Necromany Focus Ring, or something similar.



    Another suggestion that's been made before - we should be able to craft consumables sometime. Here's some ideas (a few have been posted before):


    Potion of Empowered Cure Critical Wounds (currently in-game but they are DDO store exclusive)
    Recipe output: 5 potions
    Potion effect: Min level 4, applies a caster level 7 Empowered Critical Wounds to the drinker.
    Cost to create: 10 lesser good essences, 1 +1 spirit, 5 Empty Crystalline Vial (sold by a vendor; serves as nothing but a plat sink and cost 5pp each)
    Required crafting level: Divine 20 (50% chance, improves to 100% at Divine 30)
    Potion status: Unbound.


    Superior Elixir of Bull's Strength
    Recipe output: 10 potions
    Potion effect: Min level 7, +6 Enhancement bonus to Strength, duration: 7 minutes.
    Cost to create: 20 lesser body essences, 1 greater body essence, 1 +4 spirit, 10 Empty Crystalline Vial
    Required crafting level: Arcane 35 (50% chance, improves to 100% at Arcane 45)
    Potion status: Unbound.


    Oil of Incineration
    Recipe output: 1 potion
    Potion effect: Adds 'Flaming' to the weapon(s) you have equipped. This effect does not stack with any other temporary weapon buffs (such as Oil of Incandescence from the Mabar event; or Master's Touch; or other similar oil/potion effects). This effect lasts 30 minutes and persists through player death and/or shrining.
    Cost to create: 20 lesser fire essences, 1 +3 spirit, 1 Polished Vial (more expensive plat sink, 50pp each)
    Required crafting level: Elemental 40 (50% chance, improves to 100% at Elemental 50)
    Potion status: Unbound.


    Potion of Lesser Inherent Electric Resistance
    Recipe output: 20 potions
    Potion effect: Grants a +5 inherent bonus to electric resistance (identical to the effect that can be crafted onto the second tier of a Shroud accessory, except this effect is not permanent). This effect lasts 10 minutes.
    Cost to create: 50 lesser air essences, 1 +5 spirit, 20 Polished Vials
    Required crafting level: Elemental 55 (50% chance, improves to 100% at Elemental 65)
    Potion status: Unbound.


    Potion of Restoration
    Recipe output: 10 potions
    Potion effect: As the Restoration spell
    Cost to create: 10 greater good essences, 1 +4 spirit, 20 Polished Vials
    Required crafting level: Divine 35 (50% chance, improves to 100% at Divine 45)
    Potion status: Unbound.


    Supreme Potion of Restoration
    Recipe output: 2 potions
    Special note: These potions cannot be used in raids, epic dungeons, or any future types of content with lockout timers.
    Potion effect: As the Greater Restoration spell. In addition, this potion removes all death penalties on a player, and applies a 15 minute persists-through-death, removed-on-rest debuff to the player, preventing them having death penalties removed by any means other than a rest shrine or tavern rest.
    Cost to create: 20 greater good essences, 1 +5 spirit, 1 Purified Eberron Dragonshard, 2 Shimmering Vials (1000pp each)
    Required crafting level: Divine 95 (50% chance, improves to 100% at Divine 105 when we get there)
    Potion status: Unbound.


    Epic Elixir of Bull's Strength
    Recipe output: 5 potions
    Potion effect: Min level 20, +8 Enhancement bonus to Strength, duration: 10 minutes.
    Cost to create: 50 greater body essences, 1 +5 spirit, 1 Purified Eberron Dragonshard, 5 Shimmering Vials
    Required crafting level: Arcane 95 (50% chance, improves to 100% at Arcane 105)
    Potion status: Unbound.
    Love the idea of an epic potion. That would make me lvl crafting again.
    Tho dont like that I would have to add yet another potion to my already huge list of things i eat (currently: Rage, Yugo, Titan, hezrou)
    So instead of just +8, i'd like a +4 morale bonus potion..
    Basicly a mega rage potion, perhaps without the penalty. Wouldnt stack with rage pots, but provide +2 better.

  12. #112
    Community Member Flavilandile's Avatar
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    Quote Originally Posted by MadFloyd View Post
    No, we're not done with crafting, but that doesn't stop you from starting a separate thread.

    New raid?

    Hope it's not too late for my two cents.

    While the updated crafting seems to be nice and all, I have one gripe with it :

    If your aim is to cater for casual players, then you missed it with the items that require rare items from Adventure Packs ( like Shroud Ingredients, that can only be found in The Shroud, Amrath or Devil Assault. ).
    Unless you happen to have decided that such ingredients would drop everywhere... at any level...

    I understand that you don't want people to mass produce the high end stuff, but by asking for ingredients from Adventure packs your segregating F2P/Premiums that have to buy said Adventure packs if they want to have a chance to get said ingredient from the VIPs that have free access to said adventure packs.

    There's alternatives to that : Soul Gems ( difficult to get in any quantity ), Traps ( Grenades and/or Traps ), Gems... Just make sure it's something that can be found/obtained without having to buy any adventure pack.

    Note : I personally don't care, I'm VIP.
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  13. #113
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    Quote Originally Posted by MadFloyd View Post


    Q. Will I be able to make better items than raid loot?
    A. Not at this time. Raid loot is currently has the highest level of items in the game. It is possible that in the future we consider including a crafting avenue to enhance existing raid loot, but we have no firm plans at the moment.

    Except weapons for the most part, they either don't exist or are very bad weapons from most raids.
    Shroud Greensteel and other Exceptions include: SOS, Chaosblade and....is that about it? Maybe 1 or 2 more almost-mentionables.


    Q. Why Purified Eberron Dragonshard Fragments?
    A. This is way for us to introduce flexibilty for players. It's a way allowing a recipe to accept a number of different substitutes for an ingredient. Purified Eberron Dragonshard Fragments will appear in treasure chests, but can also be bartered for using a variety of different items.

    It cannot add more flexibility when it is a requirement... all it does it is eat up +1 and +2 tomes from new players or players with many characters, inflating AH prices even further.

    Q. Why allow Astral Diamonds to be bartered for Purified Eberron Dragonshard Fragments?
    A. Astral Diamonds were conceived as a different type of currency in game. Yes, they are available in the store for convenience purposes, but they also drop in game. We have increased the drop rate of these in Update 10 Patch 2.

    This currency is nearly non-existent, drop rates are extremely low(even if you increased 4-5x) and I believe everywhere you turn them in require a minimum amount. They exist only as a way to pay $$$ for guild ships, and now to pay $$$ for purified shards.
    Ya..
    Last edited by FastTaco; 07-20-2011 at 02:47 AM.

  14. #114
    Community Member Jiirix's Avatar
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    Looks good to me. I like it that you want to remove the higher tomes from crafting, thanks for that. The "more essences, less plat revenue" idea is nice too, because it encourages new players to start crafting and crafting remains kind of a plat sink for high level players.

    I can understand that it needs some time to adjust the crafting system to something that is ist not a easybutton to "uber" gear on one side and not a boring grind at the other side. I am glad we can test the crafting system and give some feedback. The astral diamond part bothers me a bit, but the store became part of the DDO business model and unless it gets the upper hand I can live with it.
    Last edited by Jiirix; 07-20-2011 at 02:25 AM.
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  15. #115
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    Quote Originally Posted by QuantumFX View Post
    They could have also just lowered the need to deconstruct the weak shards by making them a crafting component of the higher tier shards. (ex. Lesser bane is needed to craft a bane shard, which is needed to craft a greater bane shard.) I wouldn’t feel so bad about having to mass produce a bunch of shards for XP if I actually had a use for them.
    In the middle of the verbal brawl over the last few pages, this excellent suggestion appears to have been overlooked.

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  16. #116
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    Is there any news about items with enhancement level above 5 that were crafted prior to update 9.1 and that are pretty much stuck as is, since it's not currently possible to disjunct them again?

  17. #117
    Community Member DrNuegebauer's Avatar
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    Quote Originally Posted by Flavilandile View Post
    Hope it's not too late for my two cents.

    While the updated crafting seems to be nice and all, I have one gripe with it :

    If your aim is to cater for casual players, then you missed it with the items that require rare items from Adventure Packs ( like Shroud Ingredients, that can only be found in The Shroud, Amrath or Devil Assault. ).
    Unless you happen to have decided that such ingredients would drop everywhere... at any level...

    I understand that you don't want people to mass produce the high end stuff, but by asking for ingredients from Adventure packs your segregating F2P/Premiums that have to buy said Adventure packs if they want to have a chance to get said ingredient from the VIPs that have free access to said adventure packs.

    There's alternatives to that : Soul Gems ( difficult to get in any quantity ), Traps ( Grenades and/or Traps ), Gems... Just make sure it's something that can be found/obtained without having to buy any adventure pack.

    Note : I personally don't care, I'm VIP.
    Just to make it clear here:

    100% disagree.

    What purpose is there in crafting (for example) a devil beater if you don't have any of the devil packs?

    (a) You don't make sense with this circular argument that you keep posting in every thread
    and
    (b) why shouldn't the higher tier crafting stuff be harder to make and require adventure packs??

    The casual player can still make a Holy (not burst) Silver XXX of Lawful Outsider Bane (not greater)
    Considering they hardly need it without the packs required for greater, what's wrong with that scenario??

  18. #118
    Community Member Yaga_Nub's Avatar
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    MF,

    Where do we stand on relaxing slot restrictions? Any change to the crafting system going forward would seem like this would need to be decided sooner rather than later.

    As a follow on, where do we stand with the ML issue for weapons. I'm finding it very hard to believe that this can't be addressed. I know your previous post on the subject mentioned something about how the random loot generator assigns MLs of items but that really got me thinking about why in the world that should make an difference. Is Cannith crafting using the random loot generator in some way, shape or form? If so....why? The shards are pretty self-descriptive about they increase in ML that will occur. If you are able to tell us in advance how the ML will change based on what shard you are applying, then that data has got to be in a database. I'm not going to say a fix is as easy as reducing all your number in the database by 1 but it truly can't be that much harder than than at least in concept if not actual code. Along those lines, as an example, why does a +3 Enchantment shard indicate that applying it will increase the ML of an item by 4 if there are no enhancements already on the item but by 5 if there are already other enhancements. Forget about any other loot generator or how it's done in DnD or anything else, that just doesn't make sense and is at least part of the reason the MLs are higher rather than lower as you've indicated was the intent.

    PS - One other thing MF. Should a Cannith crafted item remain BtC if you disjunct it again? It seems like disjuncting the item would remove everything off of it including BtC since the item just becomes a craftable blank with nothing on it. Is this WAI?
    Last edited by Yaga_Nub; 07-20-2011 at 08:51 AM.
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  19. #119
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    Quote Originally Posted by sirgog View Post
    One thing that might help make crafting more casual-player-friendly - add a quest with a significant repeat timer (66 hours like raids perhaps), where an NPC asks you to make a specific low level item (perhaps a +1 acid touch shortsword of lesser goblinoid bane) and return it to them. The reward would be a significant chunk of crafting XP (maybe 300 in an appropriate school), and a BtC Purified Eberron Dragonshard. The Dragonshard comes with the advice 'Save this, master crafters put these to good use, and one day you'll want them'.

    For the veteran, this would be a minor bonus while they powerlevel their crafting. For the casual player that has shorter, infrequent play sessions and less in-game resources, it would be a major source of XP.

    A higher level version of the same quest might call for a Greater Necromany Focus Ring, or something similar.



    Another suggestion that's been made before - we should be able to craft consumables sometime. Here's some ideas (a few have been posted before):


    Potion of Empowered Cure Critical Wounds (currently in-game but they are DDO store exclusive)
    Recipe output: 5 potions
    Potion effect: Min level 4, applies a caster level 7 Empowered Critical Wounds to the drinker.
    Cost to create: 10 lesser good essences, 1 +1 spirit, 5 Empty Crystalline Vial (sold by a vendor; serves as nothing but a plat sink and cost 5pp each)
    Required crafting level: Divine 20 (50% chance, improves to 100% at Divine 30)
    Potion status: Unbound.


    Superior Elixir of Bull's Strength
    Recipe output: 10 potions
    Potion effect: Min level 7, +6 Enhancement bonus to Strength, duration: 7 minutes.
    Cost to create: 20 lesser body essences, 1 greater body essence, 1 +4 spirit, 10 Empty Crystalline Vial
    Required crafting level: Arcane 35 (50% chance, improves to 100% at Arcane 45)
    Potion status: Unbound.


    Oil of Incineration
    Recipe output: 1 potion
    Potion effect: Adds 'Flaming' to the weapon(s) you have equipped. This effect does not stack with any other temporary weapon buffs (such as Oil of Incandescence from the Mabar event; or Master's Touch; or other similar oil/potion effects). This effect lasts 30 minutes and persists through player death and/or shrining.
    Cost to create: 20 lesser fire essences, 1 +3 spirit, 1 Polished Vial (more expensive plat sink, 50pp each)
    Required crafting level: Elemental 40 (50% chance, improves to 100% at Elemental 50)
    Potion status: Unbound.


    Potion of Lesser Inherent Electric Resistance
    Recipe output: 20 potions
    Potion effect: Grants a +5 inherent bonus to electric resistance (identical to the effect that can be crafted onto the second tier of a Shroud accessory, except this effect is not permanent). This effect lasts 10 minutes.
    Cost to create: 50 lesser air essences, 1 +5 spirit, 20 Polished Vials
    Required crafting level: Elemental 55 (50% chance, improves to 100% at Elemental 65)
    Potion status: Unbound.


    Potion of Restoration
    Recipe output: 10 potions
    Potion effect: As the Restoration spell
    Cost to create: 10 greater good essences, 1 +4 spirit, 20 Polished Vials
    Required crafting level: Divine 35 (50% chance, improves to 100% at Divine 45)
    Potion status: Unbound.


    Supreme Potion of Restoration
    Recipe output: 2 potions
    Special note: These potions cannot be used in raids, epic dungeons, or any future types of content with lockout timers.
    Potion effect: As the Greater Restoration spell. In addition, this potion removes all death penalties on a player, and applies a 15 minute persists-through-death, removed-on-rest debuff to the player, preventing them having death penalties removed by any means other than a rest shrine or tavern rest.
    Cost to create: 20 greater good essences, 1 +5 spirit, 1 Purified Eberron Dragonshard, 2 Shimmering Vials (1000pp each)
    Required crafting level: Divine 95 (50% chance, improves to 100% at Divine 105 when we get there)
    Potion status: Unbound.


    Epic Elixir of Bull's Strength
    Recipe output: 5 potions
    Potion effect: Min level 20, +8 Enhancement bonus to Strength, duration: 10 minutes.
    Cost to create: 50 greater body essences, 1 +5 spirit, 1 Purified Eberron Dragonshard, 5 Shimmering Vials
    Required crafting level: Arcane 95 (50% chance, improves to 100% at Arcane 105)
    Potion status: Unbound.
    Outstanding suggestions!

  20. #120
    Community Member Cyr's Avatar
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    Mar 2006
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    Let me second my support for the basic idea of making store bought consumables in the crafting system or similar powered consumables such as sirgog suggests. These, if plentiful enough, could provide a good path to level crafting (particulalry if recipes always provided a min of 1 crafting xp per level of the shard created enhancment).
    Proud Recipient of At least 8 Negative Rep From NA Threads.
    Main: Sharess
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