PlaneShift

Gameplay => General Discussion => Topic started by: Xillix Queen of Fools on November 08, 2007, 09:09:37 pm

Title: Crafting Poll
Post by: Xillix Queen of Fools on November 08, 2007, 09:09:37 pm
As a follow up to our last poll which found crafting at the most desired element among the things settings (in part) works on, we thought we should ask which among the potential crafting options the players would most like to see.

I have heard a lot of noise about "Rp oriented crafting," let's see what you really want.

Again don't say "Everything" we cannot do everything at once.
Title: Re: Crafting Poll
Post by: Akashani on November 08, 2007, 09:17:37 pm
I don't like to eat uncooked food always  ::).

 \\o// So I'am for cooking 'yay'  \\o//
Title: Re: Crafting Poll
Post by: Velh Krome on November 08, 2007, 09:26:05 pm
*emphasizedly votes for Bow Making*

Hm wait.... *and makes a cross on Leather Working;)*
Title: Re: Crafting Poll
Post by: Parallo on November 08, 2007, 09:27:55 pm
Got to be cooking.
Title: Re: Crafting Poll
Post by: orino on November 08, 2007, 09:35:06 pm
I think that jewelry is a good choise.. because

1.) with jewelry comes "JEWELS".. which HOPEFULLY(fingers-crossed) would mean "GEM CUTTING" would be implemented
2.) then you have the crafting of gold/silver/ copper rings to set the cut gems into
3.) would actually give a reason to dig gems (excluding quests that require it and RP events people do)

i think this is a 3 good reasons to implement jewelry next. it is a new form of making money and gives something new for people to do.
not many people going to cook to make money.. once HUNGER is implemented(if ever) cooking is a great choice.. but till then cooking does nothing
are you going to sell back your cooked steaks to an NPC for a loss .. most people will buy it once or twice but why implement that now when you can just ROLE-PLAY you cooking some food.. and  implement something to give another form of viable income.. and something for people to grind on for a bit(keeps the masses quite)
Title: Re: Crafting Poll
Post by: Zan on November 08, 2007, 09:41:40 pm
However tempting Underwater basket weaving was ... I decided to follow in Velh's footsteps. (Bowmaking would be great but let's first see bows being implemented :P)

Love to see tailoring, with many different outfits becoming available but since that wasn't an option either I took the one closest to that, leather working.
Title: Re: Crafting Poll
Post by: Kieve on November 08, 2007, 09:43:28 pm
I'm not about to become a jeweler myself, but I agree 100% with Orino. Make Gem Cutting an active skill and actually provide a reason* to mine gems.

Second to that, seeing alchemy and potion-making implemented would be pretty nice - Levrus seems to have the setup in his basement already.

*Kieve is a diamond-miner by trade already, but only because it's easier for him to mine diamonds than gold, and simpler to sell the ores.
Title: Re: Crafting Poll
Post by: Rongar Elani on November 08, 2007, 09:54:10 pm
I voted for metal armor, since I think it's a basic for a crafting feature. Almost got me for magical weapons, but weapon crafting is already implemented, and magical weapons is only an extension to that. First things first, and that is in my eyes a counterweight to weapons -> armor. :P

What I'd really like to see though, is a makeover of the current crafting system itself. The 300 quality thing is fine and all, but the quality of a weapon shouldn't count upwards for the damage being dealt with it. In other words, two weapons of exactly the same slash should deal exactly the same damage, regardless if it's a 300/300 or a 20/20. The only advantage of a high quality weapon should be simply a longer duration and therefore a slower decrease of possibly dealt damage.

That leaves the question on how to go about this though. Maybe seperating the crafting skills, having weapon making skill to apply to the slash, and blacksmithing to its quality? Anyways, armor crafting for the win! :lol:

PS: Two thumbs up for Xillix and his polls. :thumbup: :thumbup:
Title: Re: Crafting Poll
Post by: Ravenguard on November 08, 2007, 10:15:35 pm
My number one is cooking.  Heck, giving things you eat restore energy, or health, would be great.  Makes a whole nother reason to eat fish.
You could eat something to restore health (easy to make), things to restore endurance/mental stam (medium to make), and things to restore mana (more difficult to make).  One could have several paths of cooking, from large meals that require you to sit and eat (increase HP/Endu regen by... 20%?), to small 'pick me ups' that one can pop on the go (+5% HP, or Endu, etc.)

My close second is jewlery.  It would add a place for certain order, more things for people to buy, more demand for certain things, and hey, shiny things are pretty.

But I could never say no to a good steak.   \\o//
Title: Re: Crafting Poll
Post by: Marqsaynt on November 08, 2007, 10:23:14 pm
Though my mouse pointer almost strayed to leather crafting... I picked jewelry making as well. There are way too many gems and ores around and not much to really do with them.

Oh and "underwater basket weaving" = :lol: Almost made me want to pick it just so I could say I did. :P
Title: Re: Crafting Poll
Post by: Under the moon on November 08, 2007, 11:28:23 pm
Give me cheese, or give me death.
Title: Re: Crafting Poll
Post by: Lanarel on November 08, 2007, 11:41:18 pm
Alchemy, brewing, cooking. Difficult to choose :)
About a year ago, Kerol started a thread here (http://hydlaa.com/smf/index.php?topic=25998.0) asking for recipes. It is a bit of a mix of brewing and cooking, with some alchemy discussion. It would be nice if some of those ideas could get implemented ;)

So cooking it is.
/me opens his backpack and starts making some of Lanarel's Elixer of Happy Thoughts

*burp*
Title: Re: Crafting Poll
Post by: Parallo on November 08, 2007, 11:53:04 pm
I'm assuming that cooking covers baking too? They are separate skills in game.
Title: Re: Crafting Poll
Post by: Jeraphon on November 08, 2007, 11:56:53 pm
Underwater basket weaving for the win!
Title: Re: Crafting Poll
Post by: Earl_Listbard on November 09, 2007, 12:08:17 am
Alchemy... Reason, whimsical.

Give purpose to the lake mushroom, and night mushroom... also inserting different herbs to be used to make potions and such... so thats also like herbalism... But alchemy could be so much more fun, making exploding potions xD
Title: Re: Crafting Poll
Post by: Tontow on November 09, 2007, 12:30:01 am
I would like to see actual stats on crafted or looted weapons.  IE: Seduction; (then under description) + 20 to Strength.

Then I would like to see Magic Weapons and Armor.
Title: Re: Crafting Poll
Post by: Tuxide on November 09, 2007, 01:43:12 am
I would like to see actual stats on crafted or looted weapons.  IE: Seduction; (then under description) + 20 to Strength.

Then I would like to see Magic Weapons and Armor.

There already is an "identify"-like spell in the game (although it's not really great the last time I checked).

Edit:  Didn't realize this was the crafting thread.  My vote went towards beer production.
Title: Re: Crafting Poll
Post by: Tontow on November 09, 2007, 02:16:17 am
/me gets into carater
"what is this spell called?  What is the glyph combonation for it?"
Title: Re: Crafting Poll
Post by: Duraza on November 09, 2007, 02:25:53 am
Alchemy... Reason, whimsical.

Give purpose to the lake mushroom, and night mushroom... also inserting different herbs to be used to make potions and such... so thats also like herbalism... But alchemy could be so much more fun, making exploding potions xD

Alchemy would be too good to pass up  ;D
Title: Re: Crafting Poll
Post by: Eriroley on November 09, 2007, 05:12:12 am
I would like to see actual stats on crafted or looted weapons.  IE: Seduction; (then under description) + 20 to Strength.

Then I would like to see Magic Weapons and Armor.


The biggest issue with that is that it's OOC information. "+20 to Strength" means absolutely nothing In Character
Title: Re: Crafting Poll
Post by: Tontow on November 09, 2007, 06:03:20 am
I would like to see actual stats on crafted or looted weapons.  IE: Seduction; (then under description) + 20 to Strength.

Then I would like to see Magic Weapons and Armor.


The biggest issue with that is that it's OOC information. "+20 to Strength" means absolutely nothing In Character

  I beg to differ.  Whenever you examine a weapon you see the weight, quality, speed, and the slash and/or blunt damage with out using any skills.   
  What if instead of automatically seeing this information you could have the weapon stats visible only if you had the necessary level of Will or Intelligence, so that you can only tell what the quality and magical properties of the weapon if your smart enough.  Or a Identifying  spell could be added to revile what the magical properties, if any, of the weapon are.

 It is completely IC to be able to tell what the magical properties of a weapon are.  IE: Eventually your character will find out that most Seduction weapons will modify your stats.  Why would it be OOC to be able to tell before hand what a weapon could possibly do to your character? 
  Your character could just be knowledgeable enough to tell what a weapon can actually do, instead of the player behind the character automatically knowing what the weapon dose and then scamming a player that doesn’t know what the weapon dose.
Title: Re: Crafting Poll
Post by: bilbous on November 09, 2007, 06:58:07 am
I went with jewelry myself because theoretically at least it is something that does not need an activity center. It can be self contained such that a player could do it anywhere. With the close proximity possession functionality in place a player can sit on the ground, at a table or whatever, place his gem cutting kit in front of him and have at it. Similarly a small crucible and stove could be carried around and used to smelt the small bits of metal required for the settings.

I really wanted to go for gardening because of the implied land usage, you are unlikely to be allowed to plant anywhere and would likely need a lease if not outright ownership. This would bring us one step closer to having places to live. I just felt that jewelry was likely easier to do right now.
Title: Re: Crafting Poll
Post by: Jeraphon on November 09, 2007, 07:58:58 am
Quote
I really wanted to go for gardening because of the implied land usage, you are unlikely to be allowed to plant anywhere and would likely need a lease if not outright ownership. This would bring us one step closer to having places to live. I just felt that jewelry was likely easier to do right now.

I've seen land usage in a MUD - they had a farming skill, and if you didn't live in a castle with access to arable land, you could use public farms. The only caveat? If you sow something and you're not around when it finishes growing, someone else can just take it...and likely did. Of course, MUDs have lower player counts (I think there were 300 players total and 10-20 around at any one time) and only had about eight plots available. We'd need a huge number of public farms to satisfy people who couldn't use a guild's farm. Mind you...it is up there in the list so don't think we're not thinking of it.
Title: Re: Crafting Poll
Post by: Under the moon on November 09, 2007, 08:06:05 am
Intanced farms would take care of that.
Title: Re: Crafting Poll
Post by: bilbous on November 09, 2007, 08:45:06 am
How can you role play an instanced farm? who will you stop to talk to if no-one can walk by to borrow your wheelbarrow? I think it is a bad idea all round. I would much rather have my farm subjected to raiding than to just till a pocket universe. Make it so that no matter how much you get raided you always wind up with at least 1/4 of your crop would be more to my liking.

Anyway if it is anything like Jardet's mushroom farm it will always be in bloom a couple days after it is harvested.
Title: Re: Crafting Poll
Post by: miadon on November 09, 2007, 11:11:00 am
I don't really see a farm, where anyone can go and plant any junk as a good idea, what if someone plants something that is not suitable for the other plants around it.

I think something along the lines of you have to pay the owner of the land x amount for a plot.
or
You work for the owner of the land and he either takes all of the crops and pays you for them or he takes x ammount and you take what is left.
Title: Re: Crafting Poll
Post by: orino on November 09, 2007, 04:04:08 pm
the problem with cooking is that people always want to make a profit.. lets say some one spends 30minutes to make a .. how much does he sell it for.. 20 trias  30 trias.. people will stop doing these things because the are not profitable.. the only way cooking would be a good  is if they implemented a HUNGER feature (losing STATS as hunger rises .. till death if you didn't eat {maybe every 4~5 hours in-game})..

i can see i now:~.~.~.~.~.~.~.~.~.~... Orino walks in in to the plaza to see 100's of burnt fish, cooked steaks, and bread, all over the place... then as he is wondering what is going on.. his ears are deafened bye the persistant wailing of a KRAN.. "BUY MY CHEESEBURGERS!!! BUY MY CHEESEBURGERS!!!! only 20,000 tias for 100 CHEESEBURGERS""

ok 2 things wrong here!!!

1.) 100 cheeseburgers would go bad be for you could eat them.. and
2.) WTF are KRANS doing in the KITCHEN.. who allowed that!!! lol ( should we  :ban: krans from kitchens ;D)
------------------------------------------------------------------------------------------------------------------------------------------------


The problem with Alchemy is that potions are in game already and they are cheap...... people are not going to spend more money on potions that they can get for cheap.. and people will waste there time making them.. then they get all angry that no one is supporting their business

i think most people spend money on weapons and armor.. i think clothing would be a better implementation that either of these 2.. but as i said in my first post.. JEWELERY opens the most possibility for growth and growth of income(if you ever hope to buy a home...selling cheese steak bits wont get you there..


AND rongar elani
Quote
The 300 quality thing is fine and all, but the quality of a weapon shouldn't count upwards for the damage being dealt with it. In other words, two weapons of exactly the same slash should deal exactly the same damage, regardless if it's a 300/300 or a 20/20. The only advantage of a high quality weapon should be simply a longer duration and therefore a slower decrease of possibly dealt damage.

that isn't entirely true.. although i can see what your saying.. but take this for instance... a single stamp pressed Katana from today.. and compare it to the Emperors sword from 5000 years ago .. while they look exactly the same and they are both KATANA ... with the quality difference.. i guarantee  that while the katana from today MIGHT cut your arm off... "BIG MIGHT" ... the EMPERORS Katana will cut a body in half at the chest.. when quality of a blade is  talked about you are talking about the MOLECULARLY the steel bonds to itself.. the lower quality the less of a bond the steel has to itself.. and the more likely you are to have a break or crack form.. and quality can also refer to the sharpness of the blade
Title: Re: Crafting Poll
Post by: Parallo on November 09, 2007, 04:10:54 pm
I write books at no profit. In fact there is nothing I do for profits since I completed the Laanx quests. Sure, powerlevelers might not bother but others will.
Title: Re: Crafting Poll
Post by: miadon on November 09, 2007, 04:31:50 pm
and Miadon buys and resells books ^^
Title: Re: Crafting Poll
Post by: Farren Kutter on November 09, 2007, 05:01:05 pm
I, of course, say the same as Velh.
Title: Re: Crafting Poll
Post by: Rongar Elani on November 09, 2007, 05:07:40 pm
AND rongar elani
Quote
The 300 quality thing is fine and all, but the quality of a weapon shouldn't count upwards for the damage being dealt with it. In other words, two weapons of exactly the same slash should deal exactly the same damage, regardless if it's a 300/300 or a 20/20. The only advantage of a high quality weapon should be simply a longer duration and therefore a slower decrease of possibly dealt damage.

that isn't entirely true.. although i can see what your saying.. but take this for instance... a single stamp pressed Katana from today.. and compare it to the Emperors sword from 5000 years ago .. while they look exactly the same and they are both KATANA ... with the quality difference.. i guarantee  that while the katana from today MIGHT cut your arm off... "BIG MIGHT" ... the EMPERORS Katana will cut a body in half at the chest.. when quality of a blade is  talked about you are talking about the MOLECULARLY the steel bonds to itself.. the lower quality the less of a bond the steel has to itself.. and the more likely you are to have a break or crack form.. and quality can also refer to the sharpness of the blade

I can agree with that, but I still think that weapon quality and slash needs to be seperated in some way, or to be merged entirely. Maybe the quality of steel could not only apply to the durability of a weapon, but also for its slash, since good quality steel will likely result in a better weapon, than low quality steel. For example steel with a quality of 50 would only be good for a weapon of low slash and low durability, while steel with a quality of 300 would possibly make a sword of high slash and high durability. Hmm, I'll once again come up with a formula (I love formulas... :P)

Code: [Select]
Quality of steel  ---  Weapon Quality*  ---  Weapon Slash*

        50        ---        0-50       ---     0.5-1.0

       100        ---        0-100      ---     1.0-2.0

       150        ---        0-150      ---     1.5-3.0

       200        ---        0-200      ---     2.0-4.0

       250        ---        0-250      ---     2.5-5.0

       300        ---        0-300      ---     3.0-6.0

*MIN and MAX depending on skill levels

Either that, or get rid of slash altogether, and have a weapon's quality reflect its effectiveness. Heck, get rid of all numbers, the quality can be refered to as 'Inferior', 'Common', 'Extraordinary', etc; find out about its impact (damage) on your own.
Title: Re: Crafting Poll
Post by: Zan on November 10, 2007, 11:25:03 am
Either that, or get rid of slash altogether, and have a weapon's quality reflect its effectiveness. Heck, get rid of all numbers, the quality can be refered to as 'Inferior', 'Common', 'Extraordinary', etc; find out about its impact (damage) on your own.

Now you're talking! Those numbers are completely obsolete if you ask me.
Title: Re: Crafting Poll
Post by: Parallo on November 10, 2007, 12:30:20 pm
Do the same with skills and we're flying.
Title: Re: Crafting Poll
Post by: Rongar Elani on November 10, 2007, 06:37:25 pm
Another variable for the damage of a weapon is its weight of course. And weight would work both ways, antiproportionally affecting damage and speed. Thus, weight and quality could determine the effectiveness of a weapon in terms of damage and speed. No need for a seperate slash variable.
Title: Re: Crafting Poll
Post by: Jeraphon on November 10, 2007, 06:54:40 pm
Not sure how a poll asking us what to focus on next craft-wise became a discussion on existing crafting.

But we've got more than 100 votes now...stay tuned for the next poll soon :)
Title: Re: Crafting Poll
Post by: Rongar Elani on November 10, 2007, 07:26:28 pm
Yeah, alright, sorry about that. :oops: I just took the opportunity to point out some flaws concerning crafting and weapons in general. Should I put my thoughts into a new thread in the wishlist?
Title: Re: Crafting Poll
Post by: Illysia on November 11, 2007, 07:29:19 am
I say cooking. Illysia cooks and thusly should be able to prepare meals and not slap a fish on the table. (This goes for everyone.) Also, it will help a great deal from an RP standpoint. People will know what kinds of dishes are eaten in Yliakum and parties and ceremonies could have proper catering. Not to meantion.... food bonuses like slight or temporary stat boosts! Food for though anyone?  \\o// But more importantly, it's not about profit, it's about rounding out the skill set. After all, farmers in real life don't make a lot of money, but they still farm because if no one else they still need to eat. (and quite truthfully, so do the rest of us.  ;D ) Besides, there is always a starving (or sticky fingered) noob that will pick up extra food.  ;D
Title: Re: Crafting Poll
Post by: Silavur on November 11, 2007, 11:47:52 pm
I went with alchemy... completely different job and guess what? IT DOESN'T RELY ON METALS!!! Yay. But I think a good craft would be... Tailoring... or clothe making, however it's spelled.
Title: Re: Crafting Poll
Post by: bilbous on November 11, 2007, 11:59:05 pm
hehheh alchemy would seem to rely on chemical compounds many of which contain ... umm metals ;)
Title: Re: Crafting Poll
Post by: Lyoven on November 12, 2007, 11:07:56 am
My first feeling was to go with Furniture Crafting, as it is a large field and seems to be in line of latest developments. However impulsively I chose Underwater Basket Weaving nonetheless because it seemed a nice niche (I dont know what it means exactly though). Actually, when only one option will be worked out, Furniture Crafting will be much better, so Im changing my vote here.
Title: Re: Crafting Poll
Post by: Rongar Elani on November 12, 2007, 01:06:03 pm
Yeah, alright, sorry about that. :oops: I just took the opportunity to point out some flaws concerning crafting and weapons in general. Should I put my thoughts into a new thread in the wishlist?

I guess not. :P
Title: Re: Crafting Poll
Post by: Dajoji on November 12, 2007, 03:43:39 pm
I'm all for herbalism myself. I think it can add a lot to RP. And I always liked the idea of player made poisons... and remedies I suppose.

Mmmm... pie :whistling:
Title: Re: Crafting Poll
Post by: Silavur on November 12, 2007, 06:04:43 pm
hehheh alchemy would seem to rely on chemical compounds many of which contain ... umm metals ;)

Contain metals yes, rely on it? No. Point made thank you. *bows*
Title: Re: Crafting Poll
Post by: Lanarel on November 12, 2007, 08:44:00 pm
hehheh alchemy would seem to rely on chemical compounds many of which contain ... umm metals ;)

Contain metals yes, rely on it? No. Point made thank you. *bows*

Wasn't alchemy the turning of lead into gold? I don't get your point :)
Title: Re: Crafting Poll
Post by: Parallo on November 12, 2007, 10:21:05 pm
It was in RL history and mythology but in typical fantasy settings alchemy and herbalism are inter-changeable.
Title: Re: Crafting Poll
Post by: Eriroley on November 13, 2007, 07:02:03 pm
I would like to see actual stats on crafted or looted weapons.  IE: Seduction; (then under description) + 20 to Strength.

Then I would like to see Magic Weapons and Armor.


The biggest issue with that is that it's OOC information. "+20 to Strength" means absolutely nothing In Character

  I beg to differ.  Whenever you examine a weapon you see the weight, quality, speed, and the slash and/or blunt damage with out using any skills.   
  What if instead of automatically seeing this information you could have the weapon stats visible only if you had the necessary level of Will or Intelligence, so that you can only tell what the quality and magical properties of the weapon if your smart enough.  Or a Identifying  spell could be added to revile what the magical properties, if any, of the weapon are.

 It is completely IC to be able to tell what the magical properties of a weapon are.  IE: Eventually your character will find out that most Seduction weapons will modify your stats.  Why would it be OOC to be able to tell before hand what a weapon could possibly do to your character? 
  Your character could just be knowledgeable enough to tell what a weapon can actually do, instead of the player behind the character automatically knowing what the weapon dose and then scamming a player that doesn’t know what the weapon dose.

Having, for example, a seduction weapon say "Increases strength" (if done correctly, via spell/skill/etc.) would be in charater
Having the same weapon using the same method say "+20 bonus to strength" is OOC. Along the same lines "will allow you to carry 30 Kilograms more" is In Character, becuase that's something that your character can measure.

Does that make more sense?
Title: Re: Crafting Poll
Post by: Tontow on November 13, 2007, 09:15:17 pm
I would like to see actual stats on crafted or looted weapons.  IE: Seduction; (then under description) + 20 to Strength.

Then I would like to see Magic Weapons and Armor.


The biggest issue with that is that it's OOC information. "+20 to Strength" means absolutely nothing In Character

  I beg to differ.  Whenever you examine a weapon you see the weight, quality, speed, and the slash and/or blunt damage with out using any skills.   
  What if instead of automatically seeing this information you could have the weapon stats visible only if you had the necessary level of Will or Intelligence, so that you can only tell what the quality and magical properties of the weapon if your smart enough.  Or a Identifying  spell could be added to revile what the magical properties, if any, of the weapon are.

 It is completely IC to be able to tell what the magical properties of a weapon are.  IE: Eventually your character will find out that most Seduction weapons will modify your stats.  Why would it be OOC to be able to tell before hand what a weapon could possibly do to your character? 
  Your character could just be knowledgeable enough to tell what a weapon can actually do, instead of the player behind the character automatically knowing what the weapon dose and then scamming a player that doesn’t know what the weapon dose.

Having, for example, a seduction weapon say "Increases strength" (if done correctly, via spell/skill/etc.) would be in charater
Having the same weapon using the same method say "+20 bonus to strength" is OOC. Along the same lines "will allow you to carry 30 Kilograms more" is In Character, becuase that's something that your character can measure.

Does that make more sense?

Yes, from an IC point of view that dose make more sence.  However, the OOC "+20 bonus to strength" would still fit with the game because you also see Speed and Damage on the weapon.  Yet, eather way, it would still be good to have.
Title: Re: Crafting Poll
Post by: Jeraphon on November 13, 2007, 11:23:20 pm
Please stick to the topic of "what craft I'd like to see next in the game." There's lots of other places you can discuss the existing crafting. Thanks.
Title: Re: Crafting Poll
Post by: Jawn on November 14, 2007, 07:51:18 am
i'd like to be able to do something to make Frosty, or Spidersilk, or if i'm really really ~really~ good.... some sort of weapon of Talad's-uber-enlightening-Arm-of-ultimate-strike-above-and-beyond..... ;D

Or an emerald-encrusted dagger for a certain lady that likes emeralds  :love:

I take most of those specialty weapons fall under "Magical weapons"...

.
Title: Re: Crafting Poll
Post by: Lyoven on November 17, 2007, 12:06:32 am
Is there anyone with insight who could give us an idea of what alchemy might bring us? I don't have the impression it is very well known.

At least furniture making/carpenting would be similar to something that already exists (crafting with metallurgy, but now with wood), including an economy system and all. There might be a chance that people will buy furniture for their guildhouses, if there is any money left over from buying those  ;D, and there's also that NPC... The only problem would be where to get the wood, but then again there are already apple trees in the plaza.

Disciples of Talad be warned, there may be idea spoilers from here on  ;), but do keep on doing these polls, they almost make me think Hydlaa is a democracy  :thumbup: \\o//
Title: Re: Crafting Poll
Post by: Meredee on November 17, 2007, 12:00:27 pm
I think it would be nice to make jewelry. It could be connected with gem cutting and metallurgy.

Here's my idea how it could work:

- you take crystals and cut them into nice gems (or you buy gems from somebody who can cut them)

- you take gold/silver ore and make gold/silver ingots (or you buy them)

- you combine them choosing if you would like to create a ring, bracelet or amulet

- you write a description of it (like "golden amulet encrusted with 10 little diamonds, with a small gravure telling >From Frodo to Sam with Love<") , which can be seen by the other players who buy it (description cannot be changed). The possiblity of making a description should make the jewels an attractive gift.

There should be possiblity to sell the jewerly to NPCs for let's say 150% value of the raw materials (and i mean cut gems and ingots, not crystals and ore). If the skill would be at a high level, the jewels could posess some magical features like agility + 5 and so on (which should be random).

Title: Re: Crafting Poll
Post by: bilbous on November 17, 2007, 06:15:20 pm
I think one of the problems that will be associated with jewelry will be material loss. Unless you will be able to make a number of rings from an ingot or there will be a smaller sub-division created then it would seem an ingot is too large.
Title: Re: Crafting Poll
Post by: svuun on November 17, 2007, 07:38:32 pm
I think crafting jewlery, furniture or such items that can't incorporate player art or some uniqueness that's visible with them will be a dead end in the game.  If so and so's necklace, amulet, wristband looks like mine (despite different qualities) I'm less inclined to purchase it.  I'm sure there might be an initial demand, but part of the joy of jewlery is its uniqueness.  unless players can fashion them with designs and what not I don't see a long term demand.  I could be wrong however, if there were functional uses added in game and off the top of my head (and this is way in the future) entrance to certain places based on what you're wearing etc... like an enforced formal wear rule or something. bleah, i've digressed.

I think the same holds for furniture too. If player1's bed looks like playerN's bed and so on, and it doesn't have functional capabilities yet (ie some use that makes the quality go down) then without some unique aesthetic quality with player designs created on the fly in game (impossible i know) i can't see it taking off. beside the demand will be limited as there are only so many guildhouses and no turnover of furniture at the moment.  Though i'm not sure since i haven't been in one and can't notice the quality of furniture degrading over time. so correct me if i'm wrong.

so i'm more inclined to vote for the functional crafting magic weapons, alchemy (crafting??), and food making (which has lots of potential obviously and I know bugged breads that increase all of your health will be alot of fun).
Title: Re: Crafting Poll
Post by: Kieve on November 17, 2007, 09:14:44 pm
Svuun - I'm not going to disagree with you on the factor of uniqueness, but several hundred iterations of the same (or similar) objects simply isn't feasible. About as much as PS might handle in that category is to allow players a set of hue/saturation/lightness sliders to adjust color variations. If we're really clever, there might be a way to make multiple parts of the mesh different slider-colors. But I wouldn't hold my breath on that one.
Title: Re: Crafting Poll
Post by: bilbous on November 17, 2007, 10:11:43 pm
I would suggest that you ought to be able to support several different cuts to the stone that gets set into the ring as well as allowing for some slight variability in the coloring of a particular gem type. If you were to have 5 different cuts with 5 different coloring options for 5 different gems and 5 different settings (steel, gold, silver, etc) that would already give you 625 distinct rings and then they can be further personalized by adding an inscription to appear in the examine window.

Perhaps that would be more difficult than it sounds.
Title: Re: Crafting Poll
Post by: Xolani on November 19, 2007, 11:24:43 pm
I think Alchemy would be a good choice if some new potions were created that may give you special qualities for a certain amount of time. For example they could be combat oriented and may give a boost in magical or physical attack. This one would really be important to the game - Alchemists or Herbalists make poisen. This could be applied to weapons and could greatly increase thier damage for a limited amount of time. (after a number of slashes the poisen would come of in real life) Anyway this might solve the problem of the potions and concoctions much more valuable than just a plain health or mana potion.
-Hey hope I am not being unintelegent, but by magical weapons crafting does it mean crafting staffs or wands? It might even mean adding magical qualities to weapons like say putting a charm in a jewel and then augmenting a weapon by crafting the jewel into the weapon. The jewel would probebly not be removable but it would serve a purpose other than making the weapon look pretty.
Title: Re: Crafting Poll
Post by: Liadan on November 21, 2007, 02:28:42 pm
My first choice would be gem cutting then cooking, but that's bias because one my alts only has skills in those areas..which aren't being used yet *sigh*. How come there's skills introduced if  you can't use them? But cooking should be fun, it opens up another whole area of possible commerce. :)
Title: Re: Crafting Poll
Post by: Jeraphon on November 21, 2007, 03:21:09 pm
Quote
How come there's skills introduced if  you can't use them?

It gives us incentive to make them. If they weren't there, out of sight, out of mind.

I'm not speaking on behalf of the devs here, but that's a good reason to me. :D
Title: Re: Crafting Poll
Post by: Liadan on November 21, 2007, 03:58:32 pm
Quote
How come there's skills introduced if  you can't use them?

It gives us incentive to make them. If they weren't there, out of sight, out of mind.

I'm not speaking on behalf of the devs here, but that's a good reason to me. :D

Out of sight out of mind huh? ever heard of having a to-do list?  ;D
/me has a feeling that Jeraphon doesn't like her....

edit: I apologize to anyone if this seems accusatory to anyone ...I'm not implying that they don't...but perhaps maybe they're trying to do too much so soon? But hey I'm new...give me a long leash to hang myself with, k?
Title: Re: Crafting Poll
Post by: Caarrie on November 21, 2007, 04:03:59 pm
Quote
How come there's skills introduced if  you can't use them?

It gives us incentive to make them. If they weren't there, out of sight, out of mind.

I'm not speaking on behalf of the devs here, but that's a good reason to me. :D

Out of sight out of mind huh? ever heard of having a to-do list?
/me has a feeling that Jeraphon doesn't like her....

If you think the devs dont have a to-do list you are misstaken, the list is so long that they will not be stopping the work anytime soon. Not always adding new skills is toward the top of that list.
Title: Re: Crafting Poll
Post by: Baron Samedi on January 03, 2008, 06:59:16 pm
  I voted jewelry because it would entwine nicely with digging for gems and gem cutting, and could be combined with smithing to create highly decorated weapons...thus adding value and incentive to existing crafts for miners and smiths. A skilled gem cutter could cut diamonds, rubies, and emeralds to increase their value just like a metallurgist.

  Jeweled belts and rings I think would be a great addition to the game as well.
Title: Re: Crafting Poll
Post by: wesleybruce on November 01, 2009, 04:54:30 am
I selected furniture making because I can see applications for that. However I would call it carpentry and have ideas where to get the wood.
Besides the usual house furnishings. I would make:
  O--)

Underwater basket weaving would be my second pick because I can see no end of fun things to do with it. No other game has done an aquatic race. Its a brilliant idea but an awesome challenge. Very hard to do In a game but very cool.  :thumbup:
Title: Re: Crafting Poll
Post by: Sarras Volcae on November 01, 2009, 09:37:39 pm
i meant to vote alchemy and not leatherworking....  :-[
Title: Re: Crafting Poll
Post by: Orgonwukh on November 05, 2009, 01:45:04 am
Amazing! The poll still is open...
Title: Re: Crafting Poll
Post by: Mekora on November 06, 2009, 04:48:29 am
What exactly is under water basket weaving? I just voted for it cause it seemed funny
Title: Re: Crafting Poll
Post by: ravenrise on November 06, 2009, 05:39:51 am
I would not necessarily call it open, someone bumped an almost 2 year old poll, but since its "open" now I voted alchemy.