Artisan Archive
Thread: Loot and Keeping Crafters in the Loop
I propose that Artisan professions(whether it be Artisan, or professions that branch from it) at some point should have the ability to make a Draft Schematic from items that they come across in the game. Note: Draft Schematics are the things that you get when you gain skills, like Personal Mineral Extractor at Engineering 3. Items would then need to display their stats to the Artisan, similar in the way of Creature Knowledge. The Draft Schematic made would have base-line stats of that item. When using that Player Created Draft Schematic, items made would be of similar quality(still being affected by resource quality). This would allow a new way for player created items to be introduced in the game, ie. the Nym quest where you get the "slug-thrower" carbine.
This type of reverse engineering should be useable on practically anything. There should also be a way to hinder it. Have the Reverse Engineering cause the item to either be destroyed, or turn into the parts used to make it, but of a "Damaged" type. This damaged type would still allow the components in an item to be reverse engineered, but not used again in crafting(hey, sounds like there is a lot of junk out there that this could/should work for, hyperdrives et cetera). Artisans may also want to try to make it hard to reverse engineer their items, so we should permit them to have a new form of experimentation. I have yet to think of a propper name for this experimentation, but here is the idea. They can spend experimentation points on and attribute of the item which makes it more difficult to reverse engineer(higher failure and critical failure rates). On a failure, maybe make the internal components still available to the reverse engineer, but do not give them a Draft Schematic(or if you do, a poorer quality one). And on a critical failure, make everything get destroyed, and possibly damage or wound the reverse engineer.
Even with these additions, I say that the current experimentation should stay. We would have two ways to improve item quality. The current experimentation should become more of a "shot in the dark", because they are not really working from a known point of improvement. And reverse engineering would be the second way for item improvement, because when they take apart a working "better" item, and analyzing why it is better.
Summary:
-Revamp Crafting system
---Add in a skill of Reverse Engineering allowing players to make their own Draft Schematics
---Keep Experimentation, but make it more of a blind experimentation
-----Add a new value to experiment on causeing the item to be more difficult to reverse engineer
This way, new and cool items can be added to loot, via the damaged items or totaly new items. If someone found a Zero Condition weapon out there with awesome stats, they could bring it to an artisan to make them one that works.
Questions? Comments?
I don't post much, but I do read a bunch.
If you love these ideas and wish to submit them to someone who would listen, feel free to.
I just want to help make this game better.
Having played as a crafter type player in other MMOG's I am definitely in agreement with this. Having a crafting system that is dynamic rather than static as the current system appears to be would be good.
Example, level3 engineer wants to make X item. The said X item is not currently in their list of schematics, so they go out and find one, now they try to reverse engineer it, depending on their skill level, and the complexity of the item, they either:
1) are successful and the item is still intact for a second blueprint
2) are successful but it's a lower quality blueprint, and the item is deconstructed and they are left with some of the component pieces that make up the item
3) are unsucessful and some of thecomponent piecesare destroyed
4) are completely unsuccessful and the item and all resultant parts are destroyed
Thus they've made 1 blueprint (or not) that they can craft an item from. Blueprints are not like schematics in that they don't permanently go on file, but give the person the ability to craft it a few times, 5 or 10 sounds reasonable.
My addition to this great idea.
Very interesting idea.
It will take ALOT of work to implement.
PhotekxOBVx wrote:Having played as a crafter type player in other MMOG's I am definitely in agreement with this. Having a crafting system that is dynamic rather than static as the current system appears to be would be good.
Example, level 3 engineer wants to make X item. The said X item is not currently in their list of schematics, so they go out and find one, now they try to reverse engineer it, depending on their skill level, and the complexity of the item, they either:
1) are successful and the item is still intact for a second blueprint
2) are successful but it's a lower quality blueprint, and the item is deconstructed and they are left with some of the component pieces that make up the item
3) are unsucessful and some of the component pieces are destroyed
4) are completely unsuccessful and the item and all resultant parts are destroyed
Thus they've made 1 blueprint (or not) that they can craft an item from. Blueprints are not like schematics in that they don't permanently go on file, but give the person the ability to craft it a few times, 5 or 10 sounds reasonable.
My addition to this great idea.
Yeah, 5 or 10 crafts with the blueprint would help the servers. Wouldn't just have a person with 50,000 blueprints assaulting whatever server(s) that information is on.
What would determine your level of RE ability? Can't have a Novice going around RE Master level items
Dex1138 wrote:
Interesting idea but I have to go with not liking it unless ALL quest reward items have 100% failure for reversing. You should never be able to craft something it took someone hours/days to get.
What would determine your level of RE ability? Can't have a Novice going around RE Master level itemsIt would be cool to be able to make some of the things we have to deliver for quests (paintings, statues, etc)
How about making the copies get branded as a "forgery" or "remake", and have the quest items harder to get a schematic of?
I say it's a Good Idea but this is how I would solve the problem of Novices Reverse Engineering Masters Work.
One All Items copied have three Levels,
Couterfit, Level 1, A Novice Tries to RE a Masters Work, 50% Stat Reduction
Monkey Copy, Level 2, Novice REs a Novice or Masters Re a Masters, 25% Reduction to 10% Improvement
Dupicated, Level 3, Masters RE a Novices, 15% Improvment
All Items list who the original Creator was as we as the RE
Also You could put RE under reagular Skills like Experimentation, and Masters get the Option to Experiment on their Items RE
Any way there's My 20 cents