PlaneShift
Gameplay => Wish list => Topic started by: Eatuck on October 24, 2013, 08:46:57 am
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This is my guild mate's idea so I can't take the credit for it. I thought it was a great idea so I am sharing it. He thought that their should be special items given when a job skill is maxed. An example would be cooking. When maxed, the player would receive a master chef hat. They would receive some kind of bonus wearing it and also show off their trade. This idea could go for all the job skills. Some ideas were and apron for blacksmith skills, rock pick for mining, etc.
I took this a step further and thought it was a good idea to have it work like the magic bracers. This would be to have a special item for apprentice, adept, and master. You could even go further to beginner, experienced, etc. I listed below an example for the rock pick. Please feel free to throw out any other ideas you have about this. Thank you.
Eatuck
Item Level Bonus
Tin Rock Pick 25 5% Chance to Pull 2 ore
Steel Rock Pick 50 10% Chance to Pull 2 ore
Golden Rock Pick 100 20% Chance to Pull 2 ore
Plat-Steel Rock Pick 150 35% Chance to Pull 2 ore
Tigrain Rock Pick 200 50% Chance to Pull 2 ore
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Pretty cool idea. The bonuses might be a bit overpowered but I get the point and I like it.
It seems like it wouldn't be that hard to implement either. We already have quests that are based on your skill level. We could just had trainers give a quest where they just talk to you and reward you with the bonus item when you hit certain milestones.
Maybe instead (to avoid coding a bunch of new bonuses) each skill could reward higher quality tools. Like rock picks with 75q, 100q, 150q, 200q, and 250q for the levels listed above. Cooks could gradually receive better tools and at higher levels receive their own kitchen equipment (pot, bowl, iron skillet). Alchemists could get better stirrers, and eventually their own mortar and pestles. Etc.
We could even make a quest for each one if we wanted. Like "Hey, you're progressing well in this skill. Tell ya what. If you go fetch my new [tool] from Harnquist/Jirosh/whoever, I'll give you my old one for free. What do you say?"
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This sounds like it would fit in with the factions as organizations idea. Currently with magic training, you have this to some extent.
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Guys... There's a reason we don't use gold in tools. :P
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Guys... There's a reason we don't use gold in tools. :P
It was just an example. Yes I do realize that gold is a soft metal. Replace it with blue-steel then.
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Something like you're asking is being already worked on, I added the math to account for a higher quality tool for: all crafting, mining/harvesting/fishing and musical instrument too (combat already account for higher quality equipment) and settings is changing some quest rewards with higher quality version of crafting tools. In the future tools making skill will be another way to get higher quality tools.
In mining specific case you don't get more ore with a masterwork pick but your chances to get a single one are improved (the code don't support getting more than one item), anyway less failure chance more ore in the end.
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That sounds awesome!
Any way for cooks/alechemists/etc. to get basic tools like mortar and pestles, wooden bowls, skillets, etc. at high levels? It would let players set up their own little shops and stuff.
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well that's a different topic but in theory it could be possible. usually we lock down those containers to avoid littering too much the word (especially for the larger ones like tables and such) and to avoid people setting up their crafting station in the guild houses (because this way the crafter can meet with other players in public places instead of hiding inside the GH).
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@ Eatuck:
I doubt that special features would be based on the material. Possibly rather on enchantments, giving the tool a more or less meaningful additional name.
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Something like you're asking is being already worked on, I added the math to account for a higher quality tool for: all crafting, mining/harvesting/fishing and musical instrument too (combat already account for higher quality equipment) and settings is changing some quest rewards with higher quality version of crafting tools. In the future tools making skill will be another way to get higher quality tools.
In mining specific case you don't get more ore with a masterwork pick but your chances to get a single one are improved (the code don't support getting more than one item), anyway less failure chance more ore in the end.
That sounds great! Thank you for sharing Eonwind. I appreciate it.
well that's a different topic but in theory it could be possible. usually we lock down those containers to avoid littering too much the word (especially for the larger ones like tables and such) and to avoid people setting up their crafting station in the guild houses (because this way the crafter can meet with other players in public places instead of hiding inside the GH).
Aww, it would be nice to have my own little place to work instead of borrowing space from Harn. When I want peace and quiet I can go to the Explorer Camp, Amdeneir or even Gug but it is not the same as a comfy guild house.
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I don't think people should do crafting in their guild house. Seems... antisocial.
I just want some tools so I can take over an abandoned building in Oja or set up a stall in the Hydlaa market and set up a little shop. I'd use the tools to work and train if there aren't any customers around.
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I don't think people should do crafting in their guild house. Seems... antisocial.
I just want some tools so I can take over an abandoned building in Oja or set up a stall in the Hydlaa market and set up a little shop. I'd use the tools to work and train if there aren't any customers around.
I agree it is anti-social. Although, sometimes I just want to concentrate on crafting. I like your idea to take over an empty shop.
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You better mean asocial, not antisocial.
To me, it makes sense to allow crafting in a guildhouse.
http://www.merriam-webster.com/dictionary/guild
Provides a private workspace for a guild. This is how guilds function. They could form businesses, too. Players without guilds could use a public workspace, such as Harnquist's smithy or the alchemy tables on the tavern's roof. Guilds would have more reason to use their guildhouses, as well. I think it would accommodate a higher population of players very well.
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sure maybe when we will have 100-200 players online and the public places will be too crowded we'll allow crafting in the GHs :P
@tman: I see your point but how would you setup a place to actually craft things without the bigger containers like the preparation table and the alchemy stove? We can't really make them available for the reason explained above.
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No, I mean antisocial, according to the usual colloquial definition of the word.
http://www.thefreedictionary.com/antisocial (http://www.thefreedictionary.com/antisocial)
antisocial [ˌæntɪˈsəʊʃəl]
adj
1. avoiding the company of other people; unsociable
@Eonwind: I know it would be implausible to set up an entire alchemy shop with all available tools. But just a few would be enough to keep me occupied. A mortar and pestle, especially. I could at least grind up plants, animals, and crystals while I wait. A mini alchemy stove (maybe like a small coal powered hot-plate-like device with a small capacity) would be amazing but not necessary.
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@tman: sorry but mini-stove are impossible with the current interface. About the other containers I think we should be very careful handing them out because I'm sure some crafter will immediately go into hiding in their GH ;D however I heard in the past some player got some of those tools, maybe from GM's event.
What if the GMs award some of them as an event's reward? Maybe we can talk about it and hear some opinions.
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Ah I see. No hot plate for me...
I think a personal mortar and pestle is a reasonable reward for 100 or 150 levels of alchemy training. Clearly that person is serious about it. Same goes for a wooden bowl or pot or skillet with cooking.
A GM event reward is ok too, but please don't make it a one time thing. I have a really busy school and work schedule and I would hate to miss out.
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A GM event reward is ok too, but please don't make it a one time thing. I have a really busy school and work schedule and I would hate to miss out.
if more players are interested in this kind of thing maybe we can have a irc talk with GMs and devs and see what they think about. to be honest I don't have time to deal with it alone.
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How about npcs offering advanced quality tools in exchange for x number of product so that, for example, Harnquist will give you a rock pick of 150 quality if you give him 150 base ores or a master crafted rock pick of q 150 if you give him 150 "precious" ore. Really though this is just a stopgap measure until tool making is implemented.
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it's much better to give them in the quest chain, we already have quests and we lacks a KA to do this sort of "exchange" so the latter would have to be written from scratch
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That doesn't seem to be inconsistent with the suggestion. One thing that might cause a problem would be to make it a shared quest offering such that you accepted the "smith tool quest" from one smith and returned the items to the same or any other smith to get your reward, that would likely require additional coding. A new category of quest would likely need to be defined but in the long run some kind of repeatable standardized group quest offering could be very useful.
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Giving out higher quality tools would be entirely possible. At least until you can make them.
But when it comes to giving out the crafting containers I'm against it. I just do not want to in any way remove people from cities and 'known' crafting locations. Spreading out the population any more than it already is is a bad idea.
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I think it's not bad to award some higher quality tool as a quest reward even when tool crafting will be available as long as players' market is not spoiled (like giving out 150q tools is ok when players can craft up to 300q).