Architect Archive

Thread: hey, I actually had a good idea

GonkSevenT3
Sat Apr 17, 2004 12:23 am
#14

Wow. You know. That really is a good idea. I like it



"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
Dodece
Sat Apr 17, 2004 11:22 am
#15

Is the corvette a step in the right direction. I have heard it is an expensive deathtrap. This from some very respectable fighters.


To be honest. Your plan dosent hold water. Occasional legendaries would become another form of camping. Today I am going to make seven hundred power handllers looking for the legendary. It would have to be truely random. The game at one time each day would need to scan all the crafting going on and drop one player a legendary. Otherwise market flooding would occur. Another problem is that the crafting system really dosent do what it should. Use the same ingredients over and over and over, and you will reach the same result. A great solution would be to have slightly improved items, but after you finish them the game says. You have made an exceptional item, but have no idea how you did it. So no schematic is possible.


Atleast it would be nice that occasionally with the same materials you might get a higher starting exp. Most smiths would say a moderate increase would be welcome if it happened randomly. Say once in a week.


TheMalle
Sat Apr 17, 2004 12:14 pm
#16

/emote organizes 1000000 chimpanzees to craft T21's. Someone oughta get a legendary result

On a more serious note, it sounds good. You can either go for quality, but very rarely get anything "über", or still churn out the normal ones at the same cost as now

5 stars and a prayer to get the devs here



-------------------------------------------------------------------------------
Malle the Mon Calamari
Mos Entha Role Playing Community
http://www.mosentha.com

"Behavior is a mirror in which every one displays his image" - Johann Wolfgang von Goethe
Jcb33
Sat Apr 17, 2004 2:02 pm
#17

Thats stupid not only can artisans no make wepaons but we need scematics or your voiding factories
MadACR
Sat Apr 17, 2004 10:00 pm
#18

This Idea has lots of merit, and should be looked at by SOE very closely.


The ability to create unique, high end, non-repeatable items would be a great addition to all artisian professions.


You would still be able to factory run your near 100% success, and still be able to create the "standered 1337 stuff", but you would also be able to havea much larger goal to work towards. My main concern for this idea is not that factories become void and null, but rather if a griefer gets a hold of one of those Weapons/Armor Sets. If these are going to be truely legendary, then they should be more than just a step above the standard stuff, or else it becomes worthless.


I mean 2 or 3 people with at most 3 25 ber heavy mineral would not be to bad, just don't make it reproducable.
Whrlwnd13
Sun Apr 18, 2004 12:03 am
#19

This sounds kind of like the randomness that goes with creating weapon power ups. (theundesirableones go into the trash).


But I think it would work because were not talkingonly 10 units of resources when you don't get the Legendary results on a Weapon or something that is a little more complex to craft. Good idea.




Xyrek Lok
Master Weaponsmith
12pt WS, +20 FS Experimentation
Crafting High Quality Weapons Since 03/2004

WP 1190 -3620 1km NE of Coronet at the Omega Force Guildhall

- I supported keeping & balancing the old combat system SOE didn't care and gave us the WoW/EQ2 clone anyway
Ananais2
Sun Apr 18, 2004 1:02 am
#20






Hulksmash90 wrote:
If you want to make 700 power handlers BY HAND, not a factory run to get a chance at 1 legendary component....what's the problem?




people useing external macro programs on an alt would make that a pretty big problem.
Hulksmash90
Sun Apr 18, 2004 12:46 pm
#22

Thank you.



I am not saying to get rid of factories, I am trying to give hand crafting some meaning so not EVERYTHING is a factory run item. Thanks to the guy above me in this post. He's got it right.





Xandir Joxan (Gorath)
Doreedo (Bloodfin)
Suu Shi (Lowca)
Tubby (Bria)
Harvester Bob (Ahazi)


Mastered:
Artisan, Brawler, Marksman, Medic, Scout, Entertainer, Carbineer, Rifleman, Image Designer, Doctor, Pikeman, Pistoleer, Combat Medic, Fencer, Bio-Engineer. Missing badges for Artisan, Brawler, Carbineer, Rifleman, and Image Designer.
Hulksmash90
Sun Apr 18, 2004 12:49 pm
#23

thanks for the support....Now who to send it to.....



Xandir Joxan (Gorath)
Doreedo (Bloodfin)
Suu Shi (Lowca)
Tubby (Bria)
Harvester Bob (Ahazi)


Mastered:
Artisan, Brawler, Marksman, Medic, Scout, Entertainer, Carbineer, Rifleman, Image Designer, Doctor, Pikeman, Pistoleer, Combat Medic, Fencer, Bio-Engineer. Missing badges for Artisan, Brawler, Carbineer, Rifleman, and Image Designer.
Hulksmash90
Sun Apr 18, 2004 12:57 pm
#24

If you want to make 700 power handlers BY HAND, not a factory run to get a chance at 1 legendary component....what's the problem? You used resources to make the other 699 all the same, you put in the effort and now you got the reward. If a weaponsmith want to hand make all his guns to hopefully get 1 really damned good one....That's the hope of my plan. Now he has one really damned good gun...and a bunch that are all either pretty good or around that...NOT ALL THE SAME!!! Variety in weapons and smith's actually playing thier characters as weaponsmiths, not factory managers. Most of the smiths I know just log in, check what sold, make more of what sold real quick. drop it on their vendors and log out to log into their REAL characters. My idea would increase the time a smiths would WANT to play theri smith character. The only reason I go Krayt hunting is for the chance at a pearl or some tissues. I go through the effort hoping for an unknown reward. That drives me. I think this idea would drive others as well.



Xandir Joxan (Gorath)
Doreedo (Bloodfin)
Suu Shi (Lowca)
Tubby (Bria)
Harvester Bob (Ahazi)


Mastered:
Artisan, Brawler, Marksman, Medic, Scout, Entertainer, Carbineer, Rifleman, Image Designer, Doctor, Pikeman, Pistoleer, Combat Medic, Fencer, Bio-Engineer. Missing badges for Artisan, Brawler, Carbineer, Rifleman, and Image Designer.
MadACR
Sun Apr 18, 2004 4:38 pm
#25

I posted to the architect thread as well, but I am more than happy to voice my support for it here.


This would add a little hope to crafting by hand, and would add the extra feel to handcrafted items.


I say make 3 to 4 non reproducable experimentation levels (above 100%). The first phase would be most common and would be the main purchased items. I would say call this the Exceptional success, and that it should happen at the 101-110 percent range. Have a Extreme Success at 111-120%, and a Legendary up to 150%. Legendary successes should be almost a once a month thing, where as the Exceptionals should be at 5-10 times a month
GonkSevenT3
Mon Apr 19, 2004 6:55 am
#26






Whrlwnd13 wrote:

This sounds kind of like the randomness that goes with creating weapon power ups. (theundesirableones go into the trash).






I think this would be a bit different from that, because the "undesirable" ones would still be the kind we get today. So you wouldn't be "wasting" resources on junk. I've never really considered weaponsmith or armorsmith before, but with a system like this I'd definitely give it a try.


We need to keep this thread alive until someone takes note.





"How can you be so serious on a film where you are dodging explosions and running away with Sir Alec Guinness on this side and an eight-foot monkey on this side, and the eight-foot monkey is the one flying the spaceship?" ~Mark Hamill
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