Author Topic: Crafting Skills  (Read 2981 times)

mmagdy20

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Crafting Skills
« on: June 27, 2008, 10:33:09 pm »
Present crafting skills by more interested way.  :thumbup:

- The player must build or buy his/her own workshop to refine woods into weapons, furniture (OR anything like that). Also the player must buy the tools which help him/her to do this work (lathe, machines bla bla bla...) furthermore the player will accomplish the work faster if he/she hire stuff to help him/her to realize the work.
For build mode: Every building must require specific level for build skills (ex: Woodcutting workshop require lvl 100 build skills) also more build skills will help to build  larger building with more floors to carry more machines and great stuff.

- The player must build or buy his/her own workshop to refine the miners (Ore) into bars and weapons. Also the player must buy the tools which help him/her to do this work (lathe, machines or anything like that). furthermore the player will accomplish the work faster if he/she hire stuff to help him/her to realize the work.
For build mode: (ex: miners workshop require lvl 500 build skills) also more build skills will help to build  larger building with more floors to carry more machines and great stuff.

- The player must have a ship and fishhook or net to fishing. The player can build his/her own ship, or he/she can buy it from shipyard. Also the player will get more fishes, crab, shrimps, octopus, and more, if he/she hire fisherman stuff.
For build mode: (ex: building ship require lvl 50 build skills) also more build skills will help to build  larger ship to hold more fishermen stuff.

- The player must build or buy his/her own restaurant (or something like that) to prepare the cooking and sell it for players.
For build mode: (ex: restaurant require lvl 200 build skills) also more build skills will help to build  larger restaurant with more floors to carry more tables for more visitors.

Many thanks for PlaneShift developing team, and good luck.
Best regards,


Maybe this crafting skills are in many other role-playing games, but the main idea here is how to present this skills in PS to make it more interested. may be it's not possible, really I don't know, but it's just an idea passed on my mind.
« Last Edit: July 01, 2008, 08:15:29 pm by mmagdy20 »

Vannaka

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Re: Crafting Skills
« Reply #1 on: June 28, 2008, 12:47:34 am »
first of all i'd like to point out how strange it is that your replied to your own post before anyone else... :offtopic: haha, but mainly i'm confused, because planeshift already has some very good crafting skills, and some of the ones you listed as suggestions already exist.  Just curious, and this isn't meant in a mean way... but have you actually played enough to notice that there are crafting skills?


[edit] since you completely rewrote your original post... and deleted your reply to your post....  :@#\   ....i guess you can just ignore everything I just said
« Last Edit: June 30, 2008, 02:08:20 am by Vannaka »
Censorship FTW.

Candy

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Re: Crafting Skills
« Reply #2 on: June 28, 2008, 04:39:27 am »
I think a build skill would be interesting, but do you build your own house or store in real life?

Usually you pay for one that's already been built, and then renovate to suit your needs if you have to.
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mmagdy20

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Re: Crafting Skills
« Reply #3 on: June 28, 2008, 04:59:45 pm »
I think a build skill would be interesting, but do you build your own house or store in real life?

Usually you pay for one that's already been built, and then renovate to suit your needs if you have to.

maybe not in real life, but think for while.. spell magic skills is not an actual, in spite of that, it's an amazing skill. it's the same, not actual but interested.

Candy

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Re: Crafting Skills
« Reply #4 on: June 29, 2008, 08:03:14 pm »
True, PS magic isn't real, but some people still try to do witchcraft :P

Getting back on-topic, if there were a build skill, I think I'd rather hire someone else to build my workshop (if I had one, which I wouldn't; my character's a huntress atm). Plus, for building workshops and houses and such to be implemented, there'd have to be some way to get the lumber, you'd have to have nails, hinges, doorknobs, et cetera smithed, which would mean a bunch of new items (those listed above plus hammers, saws, and other tools) and such...it'd be great, but it would take a lot of work to implement, and there would likely be a lot to keep in mind while building.
« Last Edit: June 29, 2008, 08:08:29 pm by Candy »
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Natrina

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Re: Crafting Skills
« Reply #5 on: July 09, 2008, 02:15:23 pm »
In theory, people will be able to have their workshop, though that will, obviously, be costy. Players do buy their own tools currently and work is also done faster in what is called chain-working (a method the Imperial Trades uses when possible). On your idea of building, I agree that constructing different buildings would require different levels of skill. Namely in question of architecture, those that have more difficult structure, for example, would require a better builder. Things would be made quite more interesting if devs would remember the "social craft" thing I at least remember them talking about, and let people with different skill levels pinch in, so that, for example, the higher builder would take care of the more difficult tasks, while the poor apprentices would be left with more trivial stuff.

I do not agree that all workshops (read: infrastructures) would require to be built by players. There should totally be plainly social infrastructures, as currently happens with Harnquist's shop, though those should be governed by who's in charge of the city, even though, I guess, having a man to take care of the infrastructures is also acceptable.

Quote from: Candy
Getting back on-topic, if there were a build skill, I think I'd rather hire someone else to build my workshop (if I had one, which I wouldn't; my character's a huntress atm). Plus, for building workshops and houses and such to be implemented, there'd have to be some way to get the lumber, you'd have to have nails, hinges, doorknobs, et cetera smithed, which would mean a bunch of new items (those listed above plus hammers, saws, and other tools) and such...it'd be great, but it would take a lot of work to implement, and there would likely be a lot to keep in mind while building.

There is a build skill, you know? It's called Masonry and will probably be the last one to be implemented, that is if they don't realize it's too hard work and delete it all together (*deep tears of pain and anguish*). Though, the weird thing is that Masonry is the use of stone and many architecture types in Yliakum use a lot of wood, so I'm not sure how that will work out, even if the plan of Masonry remains alive.

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Eathon

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Re: Crafting Skills
« Reply #6 on: July 12, 2008, 08:04:53 pm »
To be honest, I think building would just be too hard to implement, unless it was done using a generic "building" building/s, which could become any building the player had built, or unless it was a guildhouse building system. Just think how many players would be required to build buildings to perform their jobs, and even if this WAS done using instances, it would require a huge amount of memory and server space- or huge, player-built/expanded "samey", generic cities- which, again, would be a little out of place, and unrealistic (although this isn't a priority).

MustangMR

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Re: Crafting Skills
« Reply #7 on: July 15, 2008, 04:02:37 am »
Surprised no one mentioned this, but building a ship to fish?  There are shores on lakes that anyone with a stick, string and a hook can walk up to and fish.  Maybe that wasn't the best skill to include.

The idea isn't bad, but keep in mind that when you go to the blacksmith, you are using his tools and workshop.  He offers it free of charge, so what would be the incentive to own our own workshops?  Maybe if he charged rent for using the items, then you'd have reason to build your own, or perhaps rent from other players who own them.

Overall, I like it the way it is.  Making crafting too hard has a tendency to drive people away from doing them, and I think PS has about the right mix on difficulty vs. reward on tradeskills.

Natrina

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Re: Crafting Skills
« Reply #8 on: July 25, 2008, 07:35:15 pm »
To be honest, I think building would just be too hard to implement, unless it was done using a generic "building" building/s, which could become any building the player had built, or unless it was a guildhouse building system. Just think how many players would be required to build buildings to perform their jobs, and even if this WAS done using instances, it would require a huge amount of memory and server space- or huge, player-built/expanded "samey", generic cities- which, again, would be a little out of place, and unrealistic (although this isn't a priority).

:/, it would be amazing, though, amazing *drops another tear*

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Surprised no one mentioned this, but building a ship to fish?  There are shores on lakes that anyone with a stick, string and a hook can walk up to and fish.  Maybe that wasn't the best skill to include.

Someone is quite closed to new ideas, hey? Fishing on the high sea gives more fish, so if one fisherman may not think about that, 4 or 10 may. It'd be useful and fun. This also isn't a board for discussing "Right next release!" ideas, it's just an idea pool.

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...and I think PS has about the right mix on difficulty vs. reward on tradeskills.

Haha, not really. Rewards, at least pp-wise, is silly compared to fighting. Money-wise... it depends. Nowadays, if someone needs money, they'll mine. I barely consider the gold/platinum mining as "crafting" though.
« Last Edit: July 25, 2008, 09:07:30 pm by Natrina »

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Mythryndel

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Re: Crafting Skills
« Reply #9 on: July 25, 2008, 11:21:57 pm »
I don't think what MustangMR was talking about was not allowing the idea, just that for a ship to be required to fish is a bit of a stretch. Fishing may be better if you have a boat/ship... but shouldn't require it.

I think the same could be said about crafting. I like the idea of doing a couple of quests with Harn or Trasok to craft your own tools, and then go start your own workshop to actual craft items. It might make crafting a little front-loaded cost-wise, but it would sure beat having to fight for forge time in trasok's upstairs room.

Suehad

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Re: Crafting Skills
« Reply #10 on: September 01, 2008, 04:27:17 pm »
I strongly agree with this idea, but I think that the build 'skill' should be a build 'faction instead.  This would greatly improve gameplay.  You might build anything, but every time you make a furnace, you could get +15 in build faction.  Another way would be to have a construction tab(like stats, factions, jobs, skills) and then have skills like Masonry, gem cutting, carpentry, sculpting, painting, etc.  This would provide about the same affect.

Bamko

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Re: Crafting Skills
« Reply #11 on: September 01, 2008, 06:06:35 pm »
tangentially related;

In real life, I take some inner bark off of some scrub trees (american hornbeam) I am required to keep in check (township codes, so please don't flame me about the life in fence rows... I push that limit as much as I can, and I have lots of bunnies (which eat my garden, but worth it to see the lil guys)) and I make cordage, rope, twine, even thin strong string out of it.  kinda a hobby... like how one might doodle. Nothing like making your own rope.. and it is stronger than you would think, though I would not rock climb with it, eh?

A definite skill, but something I can do while watching tv, talking to wife... etc.  I can not check right now, but I would think rope making and using might be useful.  I know it was big in OUR history.




Joemama246

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Re: Crafting Skills
« Reply #12 on: September 01, 2008, 06:10:42 pm »
I like the idea of building buildings, but that is a ways into the future. ;)

Darkmoon

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Re: Crafting Skills
« Reply #13 on: November 30, 2008, 09:07:51 am »
Any further thoughts on crafting?

khoridor

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Re: Crafting Skills
« Reply #14 on: December 01, 2008, 07:59:48 am »
Yes.