Latest project

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CyronZarva
Posts: 105
Joined: Fri May 22, 2009 3:14 am
Location: California

Re: Latest project

Unread post by CyronZarva »

I have a couple questions, and yes, the first one is recipe related...

How does the UI determine what recipes you have access to? Does it just throw them out there and you have to sort through them, or does it look at your prepared spells/scrolls, etc., and then produce a list based on what you can actually create? I ask because there were differences in your screenshots as to what the crafter was able to make, and I don't know if that was just different "pages" of the recipe book or if something else is at work.

Will the crafting stations be single use (one character at a time, to signify limited working space, in which case a cooldown timer for use might be in order to allow others time to work there as well), or is it a free-for-all?

My other question is simply: Is there a list of skills that will be implemented in this craft line (Other than the obvious "Craft: InsertChoice")? I saw the Spellcraft title in your screenshots, so was wondering if other skills were going to come into play. Many players would alter their builds to accomodate this, or at least factor them into new ones.
tooley1chris wrote:How about an item destruction forge that grants XP for an items destruction based on value?
I actually have to disagree on this one. If it doesn't TAKE XP to make the items (one of the reasons the gold was so high was because NWN2's crafting didn't require any XP as in PnP, I believe), then it shouldn't give XP, either. Especially since people would simply use this to Powerlevel crafting toons...having high levels go out and get junk to just feed the crafting XP on the toons until...voila! They're now epic and can craft any gear imaginable.

Love the ideas, especially about adding animations. If you did decide to add stuff about the wood lasting for 10 rounds (I think this is a great idea), then perhaps any animations should only be visible to that player.
"No matter the outcome, no matter the stakes, remember that it is the battle that we will be remembered for! GLORY to Tempus!"
ragnarok1983
Posts: 551
Joined: Sun May 17, 2009 3:24 pm
Location: [troll/bot]

Re: Latest project

Unread post by ragnarok1983 »

Will there be any unenchantments?

I find glorious items sometimes... but I either want to:
1. get rid of a curse
2. get rid of LIGHT on an item (for stealthy builds)

Also, totally excited about this regardless.
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narcaleptic
Posts: 204
Joined: Tue Sep 06, 2011 11:22 pm

Re: Latest project

Unread post by narcaleptic »

Sounds really intresting, I have a few thoughts to throw out there, for one i do think that it should give you exp when you craft but nothing huge somthing like 25% chance of rp exp when you attempt sence it would be a rp action to stand there crafting with somthing that low it would be hard for anyone to powerlevel themselves. COST *echo* cost cost cost... i agree with it being affordable, in my opinion it should cost 75% of the items value to create, like a smith for example he does not craft +1 swords for the same price he sells them for. He would spent anywhere from 50 to 75% of the items value on materials and the rest would be labor, and in doing so i think it could open a large market for traveling mechants becuase they could make the items and rp selling them around the tradeway instead of waiting for someone to ask them for exactly what they want and still make a profit this way. another thing i though would be really cool for barbarians that is completly forgotten on this server

Barbarians almost have a hatred for things magical in the d&d books I have read, they often risking there own lives to break such creations, and cant even use magical equipment until a certain level even then i think it was only jewelry and weapons. mabye a barbarian only magicbane feat could be added along with these magic crafting updates. in the books they gained small amounts of exp for destroying magical items, but also had the chance of the item exploding when they broke it.

sry ran off topic just a little there lol, back on the subject of the item crafting the crafting books! everyone knows those little useless pages of babble! someone talked about how you would generate a list of enchantments your character could create? well redo those books with the recipes! and mabye have a requirment to have the book that discribes the enchantment your attempting to imbue on your person for reference.

I'm not much of a scripter so i dont know how incredibly hard this kinda stuff would be but mabye some decent idea's.
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CyronZarva
Posts: 105
Joined: Fri May 22, 2009 3:14 am
Location: California

Re: Latest project

Unread post by CyronZarva »

Once players start crafting, you're going to have a massive influx of player-made items. The non-magical items aren't really an issue, because while an adamantine sword can get around certain DRs, it doesn't provide much else.

Magical items are a whole other issue, in my book. Magical items are sometimes the entire point of a quest in PnP, and here they're handed out like candy. (No offense meant...but seriously...Maltz and Thunderhammer have access to unlimited supplies of magic weapons? What happened to the good old days where if you had something magical, it was because you earned it and it set you apart?)

Be that as it may...narcaleptic and chris both iterated...and I agree...that crafting should be affordable. However...affordable doesn't necessarily mean dirt cheap. I think the higher magical components should cost a lot more, if for no other reason than to try to control the sheer number of +5 Vorpal Swords of Disruption or whatever. :roll: Keeping the costs on par with the level-based item creations (it costs 1125 for me to make a raise dead scroll) is fair.

I still don't think XP and crafting should mix. It doesn't take XP to make the items, which it does in PnP. Giving people XP for crafting...even RP XP, is saying, "You don't have to develop your character in the world, and you don't have to take any risks." The RP portion, and the part that's going to give them their RP XP, is going around trying to sell that item (narcaleptic's traveling merchant idea +1).
"No matter the outcome, no matter the stakes, remember that it is the battle that we will be remembered for! GLORY to Tempus!"
Servin
Posts: 428
Joined: Sun Feb 12, 2012 8:48 am
Location: UK

Re: Latest project

Unread post by Servin »

Nobody said that having 40 skill points in craft weapon has to give 100% of a chance to make a +5 Vorpal Swords of Disruption. I'd be willing to see some system in place that would only give some chance to make it and would cost hellofa materials.

Like every +1 property adds 10 to DC.

That would give a 40 point crafter 50% chance of forging a +5 sword. In case of failure, materials poof.

Additional properties can be weighed. A bonus spell for lvl 1 favoured soul should not equal granting +5 to armor class (dodge).

XP for crafting - makes no sense.

Otherwise you will have rabbit breeding trend on world destroying magic items.
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