Crafting
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A few issues with the crafting system:
- with a much bigger turnaround in players (a PC over a month old is a "veteran", the crafting system needs to reflect that better. Right now, it seems once you become an expert crafter, it is time for you to reroll. The crafting system needs to be made more accessible to reflect PC turnaround
- certain crafting systems rely way too much on going to the same places, often with few or no loot drops. Thematic loot, not necessarily powerful, but useful plot items should drop much more
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@JoeKickAss said in Crafting:
The crafting system needs to be made more accessible to reflect PC turnaround
I dont know what that means. Every system is accessible to every PC. No feats required.
@JoeKickAss said in Crafting:
Thematic loot, not necessarily powerful, but useful plot items should drop much more
Not sure what this has to do with crafting? This is a "monster loot drops" conversation.
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What Joe is trying to say is that the time requirements for crafting runs counter to how CoA "normally" treats character lifespans.
It does take quite a while for players to get into even basic crafting disciplines. The beginning especially is some of the most disheartening of the process, and gives a very terrible first impression.
There's a couple ways to tweak this. My personal favorite is tweaking the Crafting XP required to level up at least for the first few levels to make it easier to advance through those levels. Those first few 10% bonuses are absolutely crucial to making even the most basic items, and making the start easier while maintaining advancement for the later levels would definitely help PCs break into crafting in a more reliable way. Ideally the first 2-3 levels should be MUCH easier, needing at least 100 less Crafting XP per level to advance. Because I'm not totally sure how this would be edited I don't know how easy or hard it is but subtracting 100xp required from every available crafting level means it affects the higher tiers less (because xp required does not appear to be linear, anecdotally) but makes it much easier to get those first few levels under your belt.
There's other methods. Decreasing DCs across the board by editing the formula would help with less wasted resources and time in the beginning, while still maintaining that advancement. I think (And correct me if I am wrong) the formula would go from looking something like this
int nEffDC = (((11 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
To something like this
int nEffDC = (((9 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
This decreases the DCs by 2 for everything, giving players a 10% boost right off the bat. It's possible that enacting both these solutions is the right call, but it might be better to just try one and see how that affects it.
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Crafting does not suit all concepts. If your concept/play style is short-term/"flash-and-burn" sorts, then perhaps crafting is not best way for your character to spend time. If your concept/play style is more slow-simmer/long duration sorts, then crafting may be worth investing in.
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Crafting does not suit all concepts. If your concept/play style is short-term/"flash-and-burn" sorts, then perhaps crafting is not best way for your character to spend time. If your concept/play style is more slow-simmer/long duration sorts, then crafting may be worth investing in.
That's fine, and this is as it has been in the past. However, if the only way to get any decent armour/weapons is going to be through crafting, and not through story progression (e.g., faction promotions, DM events), as has been the case in the past, then crafting has to be made simpler and quicker and actively encouraged since "flash-and-burn" concepts still need kitted out.
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You dont get better gear with a faction promotion? Since when?
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@HellzYeah I met you halfway.
int nEffDC = (((10 - (nPcLevel * 2)) - FloatToInt(fPcAbility / 2.0)) + 27) - ((10 - nRecipeLevel) * 2);
We'll try it like this for a while to see how it does. Lowering/raising can be determined after a few weeks of trials.
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if you allow me these though.. i have been crafting crazy with my 3 last charracter, and all three train up to master level in smelting, weapon and armor craft, enchanting and gem crafting...
i personaly believe the system near perfect... becomeing a crafter of my skills should take lots of time... i personally draw pen and paper since i am a wee kid.. and 40 years later i still not yet a master of my own craft... i am good.. but not that good..
there is of course some part that can be ameliorated, but the overall, i believe is good also if you play a feeble wizard and wish to mine.. change job... cuz a wizard isnt supposed to be good at mining... just by logic...
i will admit playing a cleric make mining easier and crafting because the buff on stats... but keep in mind, even though i have use all my power and tools possible to achive high level of crafting , it did take a lot of time and many night of just doing that .. mining and crafting.. which again.. is logical i believe, ina magical world.. ( that doesnt make sense but you understand what i mean .. right)
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@Bibi-the-Alien said in Crafting:
becomeing a crafter of my skills should take lots of time
I agree, and it will still take time, but this was a point of concession the Team was willing and able to make in listening to our players.
This does not apply to mining or gathering, but only of the DC for the recipes. So theoretically (granted my math sucks) if the old % success rate was 60% on a recipe, it will now be 65% for that same recipe. This also means you get less XP per item, since XP is granted on your success % chance on a recipe.
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My main issue with crafting is limitations of it. My favourite loot is DM loot. I had a cross that stole memories, talking swords, cursed items, contraband, etc - these are still going to be the funnest loot in the game. We can see the player economy is dead aside from some wands and potions. This is because it is just too much to make weapons 24/7. No storage, etc.
Having said that, allowing players to craft something similar to bloodstones would improve things
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Strife is working on the future of the imbuing system.
Crafting magical items (like wands, bloodstone-type things, etc) will likely not be part of the CNR crafting system as it requires additional scripting that does not fit with the current system.The point of this was that I was listening to people who said "Crafting is too hard" and I tried to make it a little easier.
Crafting DOES have limitations. Everything does. Crafted gear will never be as good as DM loot. If your favorite stuff is DM loot, then maybe crafted loot isnt for you.
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Strife is working on the future of the imbuing system.
Crafting magical items (like wands, bloodstone-type things, etc) will likely not be part of the CNR crafting system as it requires additional scripting that does not fit with the current system.That's fair enough, also I read Prof's post about items.
The old version had a relatively simple system to make bloodstones (I think infernal stones) though and you basically got one infernal stone (3 charges of shield, iirc) per vial of blood you gave at an altar.
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We will not have bloodstones.
Other stuff is being discussed by the development team.
If you have suggestions for the CNR system, I will gladly read them. They may or may not be implemented. Please make suggestions in their own thread.