Artisan Archive

Thread: A few proposals for the crafting system (long)

Ikour
Thu Mar 18, 2004 2:57 pm
#1

I haven't been a crafter too long, but I think I've learned quite a bit about it in the short time I have done it. I did craft a bit on the one day the new system went in, and it had it's good and bad points. Just some ideas on how to implement something like that that would be best for everyone involved, as well as some other stuff.


1. The change was nice in that it would allowexperimentation upto 100% with good materials. However, I was hitting 100% with 968 materials. I like the idea of a master being able to get more out of the materials, but that seems a bit much. Only problem (as I saw it, anyway), was advanced components, which have always been a problem for some. I am a melee weaponsmith, but I have talked to several other masters who tell me the only advanced part for firearms worth using is theadvanced power handler. That's just wrong to me. And with the new change and the quality of desh copper (the main ingredient in adv vibro units), I would have had the same problem with advanced vibro units. Now I assume the resources spawn randomly, each type of copper, steel, iron, ore, etc. having a certain range of numbers it can be between every time a new version of it spawns. And the devs use these numbers to control the quality of the advanced part(s) anditems said resource goes into. My proposal would be for the devs to redo any schem using specific resources with lower numbers in the required slots, within the new system,so that with middling to just above poor quality will produce a better advanced component that is better than it's "normal" counterpart. For items that require specific resources, work it so that the results are similar to those within the current system with the same quality materials. Just a thought on how to make that new change work without the public outcry over the change.


2.Crafting specialization...a lot of people like the idea, a lot don't. I myself, think it would be great, but only at master.You always see people who sell primarily one thing they make really well. Why not make ita bit more interesting? As soon as you get master,you can remain a master crafter with the ability to do all things equally well, or you can choose a specialized discipline within your field. For WS, melee/ranged/munitions,with the option to get more specialized within that field, withmelee having divisions for all the different classes they supply weapons to, and ranged with the obvious ones, as well as a "component" specialization within each. The broad specialization would give you +10 to assembly experimentation on that thing and -20 to the others. Thespecific specialization would give you a +20 to what you do, with a slight (maybe -5) penalty to the rest of whateveryou do and a large (-30?) to anything else. would have to be locked in from the first time they mastered so people couldn't change around though. Thismight reduce the resources you have to find, but it would force a sort of commerce between weaponsmiths. If you make rifles, you'd have to find that component maker who made the best power handlers, barrels, etc., and get his wares to makethe best rifle you could, but still make money on the rifle (i.e. nnot pay the component maker too much). On the opposite side of the coin, if you are that component maker, you would have to find a smith willing to buy your stuff, and charge him enough to make a profit but not so much that he finds another supplier. It would make finding a weaponsmith to buy a gun or sword from a bit more difficult, but it'd be a situation where once people got word of what you made and how well you made it, you could really corner the market on that one thing. Somebody asks a friend of theirs who makes the best pistols, and by word of mouth, they know that Jim the Weaponsmith has had the best pistols on the server for a long time, and they get sent to them, etc. Kind of the way it works now, but with a bit more of a "business" feel to it. If I had done any of the other profs, I'd have specifics for them, but I imagine a master arrmorsmith would know the different things necessary for a good set of armor for all price ranges, a master doc would have a betetr idea of how to break up doc crafting, etc. Just something to make crafting a bit more interesting and encourage more people to become a crafter. It would be a mroe competitive market in the long run too, with those good component crafters really being in demand. Also, you could see entire guilds of the same type of smith, working together to make better stuff. Perhaps even put a slightly modified version of the new crafting system in with the extra bonuses given.


Just some ideas I had, nothing I really expect to see,

Ikour


Page 1 of 1
Previous Next