PlaneShift

Gameplay => General Discussion => Topic started by: TomT on November 06, 2007, 03:10:37 am

Title: Update to existing crafting data.
Post by: TomT on November 06, 2007, 03:10:37 am
We will be applying some updated craft data to the server in the next couple of days.

In general we have corrected some of the weight and price anomalies.  We have added a bunch more item transformations.  So soon much of the intermediate work will be able to be started over. 

More importantly we organized things better so more people can contribute. (hint hint)

So please be patient and try not to make any large purchases until the update is complete – have fun.

Title: Re: Update to existing crafting data.
Post by: bilbous on November 06, 2007, 06:48:31 am
Way to go! hopefully some of the early crafting will be rationalized a bit. It does not make sense to me that at 0 sword making I can do nearly anything but shape blades from stock which is how it appears from my book of blades.
Title: Re: Update to existing crafting data.
Post by: Jawn on November 06, 2007, 07:01:50 am
Iron daggers? Gold or silver broadswords? Bronze short swords? Ruby-encrusted?

Oh, i ~hope~ so.... that would be just great!  :woot:

or even just 1 or 2 more metal possibilities, more than just steel.....

.
Title: Re: Update to existing crafting data.
Post by: SerqFeht on November 06, 2007, 07:07:42 am
I always have some slags with me from a friend. Will they look like slag?!  \\o//
Title: Re: Update to existing crafting data.
Post by: Tuxide on November 06, 2007, 08:01:52 am
So please be patient and try not to make any large purchases until the update is complete – have fun.

Does this mean we'll be able to craft our own guildhouses?
Title: Re: Update to existing crafting data.
Post by: yolantha on November 06, 2007, 02:51:02 pm
...
In general we have corrected some of the weight and price anomalies.  ...

Sounds promising! I'm curious about it. I've noticed changes in the prices of standard weapons recently - but that somehow twisted the relation to looted weapon heavily - I think silverweave bs and the like are cheaper then the standard weapons actually.
Title: Re: Update to existing crafting data.
Post by: Tontow on November 06, 2007, 07:22:03 pm
So now can we combine glyphs with our blades to make magic weapons?
Title: Re: Update to existing crafting data.
Post by: bilbous on November 07, 2007, 09:05:06 pm
Has any thought been give to making crafted repair kits useful? It could be done by giving a penalty to any repair where the kit is lower quality than the weapon base quality. Thus a 50 quality repair kit would butcher a 250 quality weapon whereas using a higher quality kit would reduce the degradation entailed in repairing a lower quality weapon e.g. a 50 quality weapon repaired with a 250 quality kit would rarely become 49 or less?
Title: Re: Update to existing crafting data.
Post by: Suno_Regin on November 07, 2007, 11:16:00 pm
Let's stick to keeping these things separate professions...I may like to repair my weapons, but I don't want to do it if I'm FORCED to get into crafting just for repair kits...
Title: Re: Update to existing crafting data.
Post by: Rongar Elani on November 07, 2007, 11:28:21 pm
I like the idea. Not only there would be the possibility to not ruin your best weapons by repairing them, it would also open a market for self made repair kits, which likely betters the economy, at least a little bit. There need to be many more player-to-player sales, if the economy wants to become more stable, so why not starting with all the goods that can be purchased from an NPC merchant being able to be made by players aswell.
Title: Re: Update to existing crafting data.
Post by: Aiken on November 08, 2007, 02:15:13 am
It is not economical at the moment.

I have made and used a few weapon repair kits. Have to be bored to do so. Just made and used a q97 repair kit on a crafted sword. That was 6k worth of steel stock. At the moment they don't do much better for me than a 1/50 kit from a npc. If I finished the repair using crafted kits I would end up using 12k worth of stock when the same job could have been done with 150 trias worth of kits from Trasok.

I like idea of having something else make and sell but the repair kits would have to be something special to justify the cost.




Title: Re: Update to existing crafting data.
Post by: bilbous on November 08, 2007, 06:52:45 am
Well the current pointlessness of making repair kits was the main idea for giving them an added twist. Another thought I had was to perhaps make the crafted good quality kits more durable, as in, every 20 points of quality gives an extra use. Thus, store bought kits could be use twice -- I believe they are 50/50 now -- a crafted at 60 could be used 3 times, 100 - 5 times and etc. Bonus durability could be awarded for very high quality kits, say 25 uses for 200 quality, 30 for 220 40 for 240 and 50 for 250. Also allowing repair kits to be repaired under this scheme would also increase the uses available as your store bought kit could be used twice then repaired. I would think at least 5 maximum quality should be lost per complete repair in order to limit the number of times a kit could be repaired.

I think something should be done unless repair kit crafting is going to be eliminated completely as steel stocks were being offered for sale at 2000 trias today on the auction tab. I don't mind making my own from scratch but it is easier to just buy kits from npcs.
Title: Re: Update to existing crafting data.
Post by: Aiken on November 08, 2007, 08:11:53 am
Store bought are still 1/50. Takes me 2 repair kits to repair a repair kit.

Your idea seems similiar to what I was wondering. Many repairs with the quality of the kit going down as it is used. I was thinking about the idea of the amount of the repair coming off the quality of the repair kit. My repaired repair kit is 49/49 and a sword I was playing with earlier was 91/105. Lets say one repair takes the sword to 97/105. Sword up up 6 points so kit down 6 points. Drop the quality of the kit to 43/49. The kit is worn out and useless when it hits Q0.

Either of these ideas will make crafted repair kits a low demand item. One kit would last me a long time. In the long run still a lot more expensive than buying a kit from a npc but the convenience of a high quality kit doing many repairs would be very tempting for me.
Title: Re: Update to existing crafting data.
Post by: Tontow on November 08, 2007, 04:11:09 pm
There could also be,  "This Item is too complex for this repair kit". 
Title: Re: Update to existing crafting data.
Post by: Sarisel on November 10, 2007, 01:24:41 pm
Now we can make dagger and knife blades, but at the book of blades, there we need leather knife handles, can we buy them at a merchant?

I've found a merchant, who sell the leather knife handles :) Now we are able to make Knife and Dagger now, no more weapon repair kits.