Author Topic: Crafting system  (Read 9564 times)

Jackdaw

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Re: Crafting system
« Reply #60 on: March 23, 2007, 09:04:51 pm »
I agree, I'll probably die of old age in RL before I ever get to level 200 in sword making so I do hope that there are special weapons that can be made at the higher levels.

As Bilbous mentioned, someone wanting to take up crafting might want to first spend time playing the warrior to level up the skills needed to carry the ore or spend hours pounding on an anvil. This also gives them an opportunity to gather progression points and a bank account to fund the training.

sam5992

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Re: Crafting system
« Reply #61 on: March 23, 2007, 09:27:44 pm »
I do that kind of thing with mining.  I got a lot of prog.  points mining gold. 

Maybe someone could implement an ore-cart.  Like a hand-drawn cart that lets you carry massive amounts of ore.  The training would be less mind numbing if I didn'y have to make that same walk every single time I make a stock.   

Unnamed_Source

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Re: Crafting system
« Reply #62 on: March 24, 2007, 04:36:27 am »
... My problem with the crafting comes from what happens to the scrap? For example last night I took 4 stock and made an alpha blade whose quality was rather poor. I heated it up and started to hammer it some more and it turned into one stock. So where are the  three stocks worth of scrap metal I should be able to recast? Usable metal would not be so dear if it did not disappear so easily. I'm not saying there should be no loss of raw materials but 75% is a little extreme ...
On another note, why is it that we can turn blades back into stock but not the handles, we should be able to reheat handles once made too. Also, when converting blades into stock , why does it give only one stock in return? the amout to make the blade is always the same, so why can't that same amount be returned?
Try making a long sword, it takes 8 stock for just the blade and in one fell swoop you'll end up with one.

bilbous

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Re: Crafting system
« Reply #63 on: March 24, 2007, 05:19:42 am »
Hehheh I had 7 I was working and it wasn't doing much so I started working a lesser amount. It was getting me practice though, I think. I was a bit surprised when it turned into an alpha blade because I didn't get the stock red-hot. I was really just trying to improve my stock while practicing.

TomT

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Re: Crafting system
« Reply #64 on: March 26, 2007, 04:32:13 am »
... My problem with the crafting comes from what happens to the scrap? For example last night I took 4 stock and made an alpha blade whose quality was rather poor. I heated it up and started to hammer it some more and it turned into one stock. So where are the  three stocks worth of scrap metal I should be able to recast? Usable metal would not be so dear if it did not disappear so easily. I'm not saying there should be no loss of raw materials but 75% is a little extreme ...
On another note, why is it that we can turn blades back into stock but not the handles, we should be able to reheat handles once made too. Also, when converting blades into stock , why does it give only one stock in return? the amout to make the blade is always the same, so why can't that same amount be returned?
Try making a long sword, it takes 8 stock for just the blade and in one fell swoop you'll end up with one.

my bad :)

bilbous

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Re: Crafting system
« Reply #65 on: March 26, 2007, 05:36:34 am »
Since mining is tied up with crafting I though I'd mention that I think the same spot restriction ought to have a time limit on it. I went away sat on the ground while I went afk to the store came back10-15 minutes later and tried to dig in the same spot accidentally. It is probably more trouble to change it that it is worth but I thought I'd throw it out there.

TomT

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Re: Crafting system
« Reply #66 on: March 28, 2007, 01:04:07 am »
Ok when I can get the data updated, the handle will be like other sword parts and you will be able to recover 100% of stock when you rework sword like items. 

I can reduce this so that you get one less stock back going from blade to stock if you think that would be better - let me know what you think.  Thanks.


bilbous
Moving the dig spot is just to make the botting harder giving it a timeout whould just complicate it unless really needed.


Nikodemus

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Re: Crafting system
« Reply #67 on: March 28, 2007, 10:56:30 am »
I can reduce this so that you get one less stock back going from blade to stock if you think that would be better - let me know what you think.  Thanks.
I think that's a good idea. It would be better though if you could recover percentage part of all the stock (i gues with rounding up and down, or maybe only up ?), which was used to make that blade.
Maybe later we will have stocks of different size, so that the percentage loss rounding, while recovering stock, won't be that big.

I don't really craft, but it is what i heard and what i propose there:
I heard it's like you have use loads of stock to make for example sort sword. Much more than it would look like the sword needs. As the skill increase, you need less stock. This brought me to a conclusion, that you can fail in forming the flade from the stock and so it's wasted. What about this then:
A single sword won't consume the whole stock, with which you also failed. A sword is made basically of one stock or few if the blade is long. So you take these stock, work on them and then basing on skill we have failed attempt ( realy really bad quality sword ) or successful (high enough quality to be considered goodd blade). In case of the failed attempt, sure you can try to sell the sword, but truth is noboby will give more for it (if ive anything), than you would earn, if you turned the crap you made into stock again. Of course there is the percentage loss and you need coal to cause heat, o it isn't perpetum mobile.
It doesn't sond right, that you need like 20 stocks to make a sword and the more you use, the higher the quality will be.
Now again, i'm not sure how it is in game. You must know it for sure, so you know what to do with my reply ;)

Hope you like it and thanx for asking us about the first thing ;)



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bilbous

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Re: Crafting system
« Reply #68 on: March 29, 2007, 06:20:20 am »
Thanks Tom, I kind of figured that. As far as stock loss goes I think 5-10% percent would be good but I don't think leftovers should be in stock form. I think it should be some intermediate form akin to sludge which needs processing to be reused. Perhaps you could adapt it or the dust models to be steel scrap or some such. Not right away if you have more important things to do but I think ultimately that would be the way to go. Just my thought anyway.

Urepere

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Re: Crafting system
« Reply #69 on: April 17, 2007, 05:27:30 pm »
Hello! Can you make a shield with gold stocks allready (has it been implemented yet?), cuz i tried with multiple different shield shapes, but couldn't combine it with a handle. Is it doable, so i will try harder or won't waste time on it  :)
« Last Edit: April 18, 2007, 03:16:18 am by Urepere »

Baron Samedi

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Re: Crafting system
« Reply #70 on: January 16, 2008, 05:30:25 pm »
   I really like the crafting system so far. I have only a couple of suggestions that I think would help....

1.  There needs to somehow be a market for crafted weapons. Even a relatively low skilled crafter should be able to sell his weapons for some kind of profit. To do this, maybe the crafted weapons could be more resistant to wear and tear, in addition to more damage capacity than the basic items Harnquist sells. Also, so long as high quality weapons are so readily available from rogues and such, there will be no demand for crafted weapons. A simple solution would be to stop giving special weapons as loot, and simply replace them with jewelry or gemstones of value. It seems reasonable that scoundrels would be carrying such things, and to get a decent sword, an instant market would be created for us craftsmen. Special weapons should be obtained through quests, to keep them in the game.

2. The ability to make weapons out of iron, bronze, silver and such would be a great way to show progress as a crafter advances in his or her skills. Also, certain monsters could be vulnerable or invulnerable to certain materials...imagine a characters shock when he realizes that this new Trepor can only be harmed by silver weapons! ( No wolfman required) "Excuse me, how much for a silver sword so I can complete my quest?"