Artisan Archive
Thread: An Idea for Crafters: take a look then respond here and on In Concept Open Discussion Please.
I play a Master Artisan/Merchant/and working on Architect to go with that on Ahazi:
My idea is to bring into light that there is still a resource spawning 'situation'. I think the game has come a long way to making sure that at least one source of all the different types of resources spawn on a server; and thishas been of great help to us. However, I've got an idea I think may help make the crafting experience a little more enjoyable and universal for everyone!!
Here's my pitch:
Make a crafting tool that implements some of the smuggler slicing code. The idea is that your going to be 'modifying a resource'. I'm going to be general and say a rate of 2units to 1 unit of whatever resources your using and trying to make.
This will allow either a Master Artisan *or perhaps MA and all the Novice Elite crafting Professions* to turn that pile of 2k Siliastic Ore into a 'syntetic' 1k pile of Intrusive Ore that isn't spawning or is a little difficult for the crafter to get ahold of.
I think the schematic for this should be added somewhere in the Artisan tree and *not* be an item we have to go get.The idea is to make it a little more easy to make sure that all artisans can readily get the resources they need to make items in their profession tree. Putting in an attrition rate as described above should prevent abuse of this 'skill' as well.
Sincerely,
The Lunatic Fringer
I understand the frustration, as a DE im always looking for that lidium ex ore. But what your asking for is rediculous. Can i change mygemstone into some copper too? Cuz essentially thats what you are asking for. Extrusive ore and intrusive ore are completely different minerals. There have been several threads proposing a 'refining' profession or ability (to add into MA) but when it comes down to it, the dev's would start talking about a crafting/resource balance if everyone could just change resources to whatever they wanted. They would probably end up turning the spawn rate down so low that resource prices would skyrocket past their old high mark.
LunaticFringer wrote:
turn that pile of 2k Siliastic Ore into a 'syntetic' 1k pile of Intrusive Ore that isn't spawning or is a little difficult for the crafter to get ahold of.
Well, my point with this is a simple one though:
Keep it as synthetic refinement of at least like resources. So that only ore can be refined to other ore. And there should be an in game set base stat for refining so that it's low and always the same stats when you do it.
Really, the prices for bulk ore is still highly rediculous anyway. A new player most often can't get the resources they need unless they do, indeed, have friends. I'm thinking more of the casual players with this idea. And by the time we can get any resource without worry... honestly... we no longer really need it.
But one of the many things about this game that is out of balance. I still think it would be a great addition and it wouldn't ruin gameplay in the slightest. And there would be no need to set spawn rates lower. Essentially there is an attrition rate for doing this that makes it hard in the first place.
The Lunatic Fringer