Author Topic: Crafting improvements  (Read 1687 times)

Ice_Stovo

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Crafting improvements
« on: March 08, 2007, 07:58:07 pm »
I was thinking about PS once again and i have new idea.

Due to sword crafting system, where is the blade at first sepparated from the handle i think it should be great to be able to combine them. To have separate model for handle and for the blade. The texture of the blade should change due to material used (iron-red, steel-grey, silver, gold ....) and blade model due to sword type (ss, ls, bs). Maybe there should be a way to put some gems/glyphs into weapons while crafting them, so players will able to create their own stat boosters (Levrus should sell those boosting gems and players with high alchemy skill should be able to create them). Different handle types should have better ergonomic properties and more slots for the "gems" and some "gems" should be forged into the blade as well.

Awaiting you comments ...
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Idoru

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Re: Crafting improvements
« Reply #1 on: March 08, 2007, 08:09:59 pm »
The gem thing sounds like its lifted straight out of WoW's burning crusade update.

As for the models and the textures, do you really think that the Devs envisioned sword blades and handles looking like books for ever? ;)

Crafting is relatively new to the game, it will be improved in time, or should I say Soon(tm) :)

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Soripe

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Re: Crafting improvements
« Reply #2 on: March 08, 2007, 08:12:00 pm »
I am still fairly new, but that seems like a very interesting idea. I think if you could imbue some magical ability to the weapon there would be some way for it to deal some sort of elemental damage, or a status effect of some kind. That would be a truely interesting setup. If i may, i would suggest anything added to the blade would deal with damage/status effects of the weapon, to where anything done to the handle would deal with base damage/quickness of the attack, etc. This would also help boost the demand for crafted weapons too, i would think anyway.
"I spend days in this grubby mine, but where am I going? Where did I come from? Hitting a dirt wall is not the way to find out" Soripe stares at his rock pick for a moment "But I won't get very far without tria, better get back to mining" as he swings at the loose dirt in search of gold.

Ice_Stovo

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Re: Crafting improvements
« Reply #3 on: March 08, 2007, 08:20:50 pm »
For example weapon with some red way glyph/gem/whatever should be burning and with blue way one should sparkle ... Due to way used the weapon should have different types of damages (blue one should freeze you for a while, red one should make you catch a fire and suffer damage per time ...).
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Soripe

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Re: Crafting improvements
« Reply #4 on: March 08, 2007, 08:23:48 pm »
But perhaps if you imbued a red way into the handle it would increase the attack speed of the weapon but maybe decrease base damage, vs blue may have the opposite effect slow the weapon down but increase damage rather than add a status effect. If you imbued it in the blade it would add a burning effect or freezing effect to the damage dealt... just a thought.
"I spend days in this grubby mine, but where am I going? Where did I come from? Hitting a dirt wall is not the way to find out" Soripe stares at his rock pick for a moment "But I won't get very far without tria, better get back to mining" as he swings at the loose dirt in search of gold.

Idoru

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Re: Crafting improvements
« Reply #5 on: March 08, 2007, 08:33:00 pm »
How about one that uses the energy glyph and gives you a chance to get health back on a hit, you could call it a crusader enchant :P

Or the red way one could be called a fiery enchant, these ideas are currently used in WoW. I come here to get away from such things frankly, for a breath of fresh air.

I personally think that PS is the best testing ground for innovative ideas that is available and I think it should stay that way to avoid it becomming just another MMORPG clone.

"May there only be peaceful and cheerful Earth Days to come for our beautiful Spaceship Earth as it continues to spin and circle in frigid space with its warm and fragile cargo of animate life."

Soripe

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Re: Crafting improvements
« Reply #6 on: March 08, 2007, 08:49:56 pm »
Still gotta have some things that people enjoy from other MMORPG's, Im not saying clone it but you can use some of the ideas (as long as they are good ideas  :P)

And using weapons with special abilities, to me anyway is sort of a standard, unless you wanted to get away form the status quo and do something different with the weapon when glyphs or gems are added. Maybe just use them as a way to affect enemies with a weakness to that particular glyph instead of something that affects everything. or even not have any type of speciality weapons and just have standard weapons... unless you could melt down the gems and mix them into the steel stock, and create harder, lighter metals for making the weapons... then that opens a whole new can of worms... I dunno, but that is a pretty cool sword you describe there :)
"I spend days in this grubby mine, but where am I going? Where did I come from? Hitting a dirt wall is not the way to find out" Soripe stares at his rock pick for a moment "But I won't get very far without tria, better get back to mining" as he swings at the loose dirt in search of gold.

lordraleigh

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Re: Crafting improvements
« Reply #7 on: March 08, 2007, 08:57:20 pm »
I want to be able to craft a +4 fire longsword with Vorpal, 2d6 fire damage, +3 Armor Deflection Bonus and "on hit cast: Meteor"  :D

Soripe

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Re: Crafting improvements
« Reply #8 on: March 08, 2007, 09:04:02 pm »
Nice :). I dunno if they will get that crazy with them... but still nice :), I just hope they can find a way to help create a need for the crafted weapons, if they do i think it will greatly increase the desire for crafting as a job.

But this whole concept of weapons with glyphs or gems or some magical ability imbued in them is just neat :)

Next up shields and armor that when you get hit you gain life and they cast meteor upon you taking damage hehe.
"I spend days in this grubby mine, but where am I going? Where did I come from? Hitting a dirt wall is not the way to find out" Soripe stares at his rock pick for a moment "But I won't get very far without tria, better get back to mining" as he swings at the loose dirt in search of gold.

Ice_Stovo

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Re: Crafting improvements
« Reply #9 on: March 08, 2007, 09:07:19 pm »
I want to be able to craft a +4 fire longsword with Vorpal, 2d6 fire damage, +3 Armor Deflection Bonus and "on hit cast: Meteor"  :D
Hmm, this way of crafting is a little OOC, but I like it  :)
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Dimyxa

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Re: Crafting improvements
« Reply #10 on: March 31, 2007, 07:49:15 pm »
Ok, i hope u know that there r Ruby-, Alexandrite-, Torquise-, etc Encrusted weapons, that can be looted, in game that make damage(slash) higher... No need of Slots in Blades & Handles but make YOUR Crafted weapon Ruby-, Alexandrite-, Torquise-, etc Encrusted - would be nice, new places to mine, new lvls to reach to be able to Encrust higher lvl gems...
atleast i see it this way & if i want ""to be able to craft a +4 fire longsword with Vorpal, 2d6 fire damage, +3 Armor Deflection Bonus and "on hit cast: Meteor""" - i will play another game...
Didar Eraci in game

ManaianJo

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Re: Crafting improvements
« Reply #11 on: April 03, 2007, 06:17:10 am »
As for the models and the textures, do you really think that the Devs envisioned sword blades and handles looking like books for ever? ;)

Crafting is relatively new to the game, it will be improved in time, or should I say Soon(tm) :)
I agree with you whole heartedly on this - This game is very early in development and will take time before texture detail and expanded craftable items become a priority.  I do believe that this would have already been in the developers' minds when they began the whole crafting system.  I have had my hand in writing small games in the past, and i had the whole picture in my mind and spent months patching it as I perfected/debugged the basic system.

I personally think that PS is the best testing ground for innovative ideas that is available and I think it should stay that way to avoid it becomming just another MMORPG clone.
I kind of disagree with you on this though... Planeshift already became a clone of a lot of popular MMORPGs just in its creation.  While it does have its unique features, a lot of its core is very similar to every other RPG out there.  I think all that seperated planeshift from everything else at this point is the training system and its state of infantcy.  Eventually they will have to impliment the ability to craft special and rare weapons to keep the crafting system more interesting than getting a super ubber weapon or item from a enemy or quest.  I agree with you in the fact that they should not be cloning the exact system from another game, but weapon/item crafting is very hard to make unique, and i think planeshift's developers have already done a great job at making their system stand out from other MMORPGs.  The actual process of creating an item in planeshift is angled more towards the realistic side of it including the time consumption... I think that was the key.  Sorry about the rant - I tend to speak my mind very easily.