Artisan Archive
Thread: Crafting modification idea
Page 1 of 1
FrankLee
Tue Sep 09, 2003 3:11 pm
#1
I have only the barest knowledge of crafting, only having made a few tiers in artisan, and none in any elite version of the class, but I used to play the pencil-and-paper RPG (west end, not the new one) and there was one thing in the system that struck me as having potential here:
In the old SWRPG system, you could 'take extra time' for an action. Lets say you're bypassing a security door, if you didn't mind taking a half-hour instead of a half-minute, you got a pretty good bonus to your success chances.
Why not have a 'rush' and a 'careful' setting on crafting items? Personally, I'd 'rush' the garbage grinding builds, but when I get to that top-of-the-line stuff, I would _love_ the option of having the assembly take several minutes, but have an increased chance of being a really high quality item. Worried that people would abuse the 'careful' setting and have 8 crafting tools open so that they could basically grind out high-end stuff? Make 'careful' only a one tool at a time setting, only at crafting stations. It seems to me that they've used optional components and hard-to-find resources as an attempt to limit output, when it'd be less database-intensive to simply make it take longer for quality gear.
Just a suggestion, let me know what you think.
-FL
In the old SWRPG system, you could 'take extra time' for an action. Lets say you're bypassing a security door, if you didn't mind taking a half-hour instead of a half-minute, you got a pretty good bonus to your success chances.
Why not have a 'rush' and a 'careful' setting on crafting items? Personally, I'd 'rush' the garbage grinding builds, but when I get to that top-of-the-line stuff, I would _love_ the option of having the assembly take several minutes, but have an increased chance of being a really high quality item. Worried that people would abuse the 'careful' setting and have 8 crafting tools open so that they could basically grind out high-end stuff? Make 'careful' only a one tool at a time setting, only at crafting stations. It seems to me that they've used optional components and hard-to-find resources as an attempt to limit output, when it'd be less database-intensive to simply make it take longer for quality gear.
Just a suggestion, let me know what you think.
-FL
Tasolth
Wed Sep 10, 2003 5:23 am
#2
I like this idea. it does follow true to how most quality items are made. at lease hand made ones. I vote for this. /sign
/bump *
Jasarina
Wed Sep 10, 2003 5:51 am
#3
I really like this idea also
This could be a lot of fun to play around with. I persoanlly want to see more ways to increse the quality of our products. Excellent materials, time conpondent, quality of kits and stations should all play a very major role in the final product.
Memdaynar
Wed Sep 10, 2003 9:29 am
#4
I like this idea as well. How many worthless pieces of armour and weapons have I seen flooding the bazaars ? There were too many to count them.
A lot of players don't take the time ti appreciate what they are doing. They want to get to Master ASAP just to change the moment they make it... and they complain all the time.
This would weed out the rotten apples ![]()
Tasolth
Wed Sep 10, 2003 10:19 am
#5
/bump go for it !!!
we need more people to sign this ad get some dev attention.
FrankLee
Wed Sep 10, 2003 2:56 pm
#6
I personally wouldn't have a problem with taking 5 or even 10 minutes to craft an item if it's got a good chance of being really high-grade. With the 'careful' or 'patient' setting, you could require a station, you could require a certain amout of time, a posture (sitting/kneeling)... heck, you could require a minimum quality of incoming materials (although it would be another way to make a normal-quality item with substandard materials, by taking much more time than normal).
I'd also make the exp payout much better on a successful assembly using the careful setting. It should offset the time that you could have been practice-grinding a dozen other worthless pieces. If you want to push the issue, you could make the exp payout better than the sum of the payouts on the other, rushed pieces. It goes without saying that a rushed piece should have a quality lowering chance, or a lower experience, or other drawbacks.
Since the interface wouldn't get too mangled, and the math is (or should be) laughably simple, I can see this as a very good, very fast improvement to the system.
FL
I'd also make the exp payout much better on a successful assembly using the careful setting. It should offset the time that you could have been practice-grinding a dozen other worthless pieces. If you want to push the issue, you could make the exp payout better than the sum of the payouts on the other, rushed pieces. It goes without saying that a rushed piece should have a quality lowering chance, or a lower experience, or other drawbacks.
Since the interface wouldn't get too mangled, and the math is (or should be) laughably simple, I can see this as a very good, very fast improvement to the system.
FL
adk
Wed Sep 10, 2003 4:28 pm
#8
Great idea!
Also, adding to it... 1 suggestion.
Factory-produced schematics are great way to produce high quality stuff if gotten right. Keep that way, but allow crafters who don't use factory, i.e. handmade, along with Frank Lee's idea of 'careful' crafting to achieve extra high quality.
In reality, hand made items are usually better in quality and inspection compared to mass produced items. That's why in real world, hand-crafted items cost more!
Allow *handcrafted-experimentation* option.
Also, adding to it... 1 suggestion.
Factory-produced schematics are great way to produce high quality stuff if gotten right. Keep that way, but allow crafters who don't use factory, i.e. handmade, along with Frank Lee's idea of 'careful' crafting to achieve extra high quality.
In reality, hand made items are usually better in quality and inspection compared to mass produced items. That's why in real world, hand-crafted items cost more!
Allow *handcrafted-experimentation* option.
Page 1 of 1