Latest project

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Rasael
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Latest project

Unread post by Rasael »

Here's some screenies of what we've been working on recently:

http://imageshack.us/f/80/enchantmentmenufilled.jpg/ (The menu's are now filled out)
http://imageshack.us/f/832/weaponswindow.jpg/ (weapon enchantments)
http://imageshack.us/f/820/acscreen.jpg/ (armor enchantments)
http://imageshack.us/f/844/armorraces.jpg/ (armor vs race)
http://imageshack.us/f/820/abilitenchantment.jpg/ (Ability Bonus)
http://imageshack.us/f/651/otherenchantments.jpg/ (misc category oversight)
http://imageshack.us/f/685/skillenchantment.png/ (Skill Bonus -> Yes, that's Sense Motive)
http://imageshack.us/f/822/enchantfailure.jpg/ (I rolled a 1 :? )

It's still very beta-ish and we're working on adding more flavor. If you've got any ideas don't be afraid to post them here. I'm hitting a creative block at the moment.

(Power related questions will go unawsered)
Last edited by Rasael on Mon Jan 16, 2012 10:15 am, edited 1 time in total.
Zlaayer
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Re: Latest project

Unread post by Zlaayer »

Those screenshots don't provide enough information for anyone to give you any kind of informed feedback Rasael. It's just a picture of a window. Perhaps if you answer a few questions we might understand how enchantment is supposed to work and be better able to offer constructive criticism.

1.) What material components are required? The reason I suggested that we use essences similar to MotB is because it forces people to actually have a component without forcing them to hope for a very specific item to drop. If each recipe has some obscure component like a vampire tooth then the system will be too cumbersome and it won't get used. Requiring essences not only makes enchanting logistically viable, it also offers a lot of control for the developers regarding balance because it's easy to control the flow of essences through monster dropping.

2.) How does the skill check work? Does placing multiple enchantments on an item make it more difficult? Are there certain material components that are more difficult to enchant?

3.) What restrictions are being placed on item enchanting? How many enchantments total (I heard it's dependent upon the material)? What are the options? I'm not asking because I want to know how powerful they are. I'm asking because I want to help with recipes.

4.) What recipes are available? I would like to help write enchantment recipes.
Durl'daerton - Drow Wizard
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Rasael
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Re: Latest project

Unread post by Rasael »

Oh I'm not trying to get feedback on the recipe's or power so that's not important. What I'm hoping to get ideas on are the global mechanics to make it fun. Something to make it fun when you enchant an item instead of repetive. It's pretty fun already but I'm looking for more ideas.

I can't come up with new ideas for it.

(The specifics or recipe's aren't up for discussion, that's power related)
Zlaayer
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Re: Latest project

Unread post by Zlaayer »

I remember on another server that I played on there was a custom crafting system. The one thing that I really thought was missing was animations. You could use the forge, but nothing happens. You just see some iron ore and an ingot mold combine into an iron ingot. There is no fanfare or flair.

It would have been a lot cooler if, to use the forge, you needed to actually use some sort of fuel to stoke the fire like wood or coal. Then have the forge glow red hot. While you're stoking it your character actually does some animation of putting fuel in the forge, raking the coals, or stoking it with billows. Once it's lit it could stay lit for like 10 rounds and give you multiple opportunities to use it. If too much time passes the heat is extinguished as the fuel runs out.

The same concept could be applied to use of other benches. Using the anvil puts your character into a repetitive animation where he strikes the anvil and it makes a clanging sound.

I don't know how difficult it would be, but animation would increase the awesome factor tenfold.
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Zlaayer
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Re: Latest project

Unread post by Zlaayer »

Another idea is to create some animation if you fail. Sparks fly up and your ingot turns into a pile of bent metal that has to be re-forged into an ingot if you want to attempt to make an armor again. A multi-hued explosion could result in enchantments failing.

Failure should result in some consequence too. Like lose the material component. On a previous server, failure to succeed on a second or third enchantment of a weapon would remove all previous enchantments. Trying to make a very powerful weapon came with risk. You could be left with nothing but a mundane weapon if you didn't possess the skill. It makes more sense for destruction of components to be limited to enchanting since those are actually used up in the process. If you're creating an armor or weapon you might make a bent, ugly, twisted sword, but the metal is still there. You could melt it down and try again. If you fail to craft an armor you could end up in having some sort of item be created that can be re-forged. Call it a "Useless Pile of Bent Metal" or something.

Lastly, I highly recommend that we discourage people from being able to melt down items into material components. Giving people the option of melting their mithral weapons into mithral ingots and creating mithral full plate would result in everyone and their mother walking around in mithral full plate.
Durl'daerton - Drow Wizard
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Rasael
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Re: Latest project

Unread post by Rasael »

Ahh, yes animations and visuals - that's a good idea I hadn't looked at yet. There are some visuals right now but I could probably extend that a bit.

I also still need around 25 lines of description text that will be used when you have a success or an master-like success. I've got the ones for a difficult success, failure and failure but learned something from it as well as a trivial success already. Just need those still.

Any other ideas?
Ivan38Rus
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Re: Latest project

Unread post by Ivan38Rus »

Just one question...
DID YOU DO ALL UI WORK BY YOURSELF? :o
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Rasael
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Re: Latest project

Unread post by Rasael »

Ha, I had to do a fair bit but the foundation is from the CNR. I just rewrote their code to accomodate new features.

Any ideas people? Don't be afraid to use the creative juices in your head :mrgreen:
stevebarracuda
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Re: Latest project

Unread post by stevebarracuda »

Rasael wrote:Any ideas people? Don't be afraid to use the creative juices in your head :mrgreen:
Is there anyway it can have the icon/avatar for the item we are crafting be in the Crafting Window?

Or, blank icon/avatar slots that are filled with an Ingot type, a pattern type, and maybe the enchantments types as well?

Will you be able to add more than one enchantment/bonus at a time, say, take a normal longsword and add +1, fire dmg bonus +1, and MS/H +1 in a single go?
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
WeWhoEat
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Re: Latest project

Unread post by WeWhoEat »

Wonderous Items would be a blast to be able to craft, though many of them seem like the effects would need to be scripted. Even the ability to create items that could only be used in RP would rock, like a Sustaining Spoon

This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

Faint conjuration; CL 5th; Craft Wondrous Item, create food and water; Price 5,400 gp.
Anything as simple as Elemental Gems would be neat as well.
Elemental Gem

This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).

When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the gem.

The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.

Moderate conjuration; CL 11th; Craft Wondrous Item, summon nature’s ally V; Price 2,250 gp.
Or items we already have, like Stone of Controlling Earth Elementals.
Stone of Controlling Earth Elementals

A stone of this nature is typically an oddly shaped bit of roughly polished rock.

The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. (If sand or rough, unhewn stone is the summoning medium, the elemental that comes is Large instead, and the stone functions as the summon monster VI spell.) The elemental appears in 1d4 rounds. Only one elemental can be summoned at a time. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears (is dispelled, dismissed, or slain).

Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
What I would REALLY want to craft, though, would be a Bracelet of Friends.
Bracelet of Friends

This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.

Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price 19,000 gp.
A good list is http://www.d20srd.org/srd/magicItems/wondrousItems.htm#, which lists all sorts of Wondrous Items and the spells / cost / etc needed to craft them.

I do have some questions though, as pertaining to the creation of magical items.

*Will the proper feats be needed for enchanting?
*Will casting spells be used for creating magical items, as per PnP?
*Will the Imbue Item feat finally mean anything?
*Will we be able to get the cool elemental visual effects on weapons? What about something simpler, like a Light effect?
*Will we be able to dis-enchant weapons to make room for other enchantments? Will said dis-enchanting give us something to work with ala materials for future enchants?
*Will enchanting stations be on every corner, or will they be somewhat uncommon / hard to reach / in faction areas?
*Will items be able to be enchanted with spell uses per day / charge, and that sort of thing? Like making a weapon that can cast Flame Weapon on itself once per day.



Edit: Will there be feats added for Craft Rod, Craft Staff, and Forge Ring?
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tooley1chris
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Re: Latest project

Unread post by tooley1chris »

Can't tell in those screen shots but I suppose the "copper" value to create a +1 spear +1d4 fire to be around 100000. Lol! Make crafting affordable would be my suggestion.

Also ALL the questions "Wewhoeat" asked and more!
I'm pretty familiar with CNR and have edited it a bit myself. Is it still gonna have a trade journal? Should I RCR my warlock who I've built around a future crafting system? Ya know, all he craft feats, and skills...

How about an item destruction forge that grants XP for an items destruction based on value?
This has "No Saving Throw" written all over it...
Zlaayer
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Re: Latest project

Unread post by Zlaayer »

Have you thought about golem crafting Rasael?
Durl'daerton - Drow Wizard
Attreus
- Knight Commander - Killed in Action
Luthian Black - Not your friend. (Retired)
Drakov Morcane - Red Wizard

Perception is reality.
dean1986
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Re: Latest project

Unread post by dean1986 »

Zlaayer wrote:Those screenshots don't provide enough information for anyone to give you any kind of informed feedback Rasael. It's just a picture of a window. Perhaps if you answer a few questions we might understand how enchantment is supposed to work and be better able to offer constructive criticism.

1.) What material components are required? The reason I suggested that we use essences similar to MotB is because it forces people to actually have a component without forcing them to hope for a very specific item to drop. If each recipe has some obscure component like a vampire tooth then the system will be too cumbersome and it won't get used. Requiring essences not only makes enchanting logistically viable, it also offers a lot of control for the developers regarding balance because it's easy to control the flow of essences through monster dropping.

2.) How does the skill check work? Does placing multiple enchantments on an item make it more difficult? Are there certain material components that are more difficult to enchant?

3.) What restrictions are being placed on item enchanting? How many enchantments total (I heard it's dependent upon the material)? What are the options? I'm not asking because I want to know how powerful they are. I'm asking because I want to help with recipes.

4.) What recipes are available? I would like to help write enchantment recipes.
I don't think creature materials is such a bad idea. I mean if it was kept basic as for + damage bonuses or resistance then for example a fire giant toe nail = fire damage/resistance or could = str stat as red is usually associated with strength. You could then use a skill to determine the power of effect and success e.g. spellcraft + random d20 = certain power lvl. 30 weak 40 strong 50+ uber? bearing in mind it can have critical failure and failure could be rather high. It could potentially incorporate new bosses for reagents therefore expanding the game world. Alternatively there could be an exp system where as the more you earn the better stuff you can create. Ultimately the best items would produce +divine or magic damage.
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Rasael
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Re: Latest project

Unread post by Rasael »

:lol: Fire giant toe nail! That's epic!
tooley1chris
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Re: Latest project

Unread post by tooley1chris »

Rasael wrote::lol: Fire giant toe nail! That's epic!
4 REAL RAS??? After all of these good queries THIS is all we get?
TEASE!
This has "No Saving Throw" written all over it...

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