Fear of the new crafting system
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I've noticed this. A merchant with wand making, potion making, and craft
wondrous items as feats get more business than craft armor and
weapon…..might be kind of interesting to see how this crafting system will
spawn new opportunity for merchants. -
I know what Mossy is saying but I suppose some of these obsticles are IG issues that are just the case for any buisness trying to compete with groups that are already powerful and known. Some of these issues can be resolved IC by the sounds of it.
My only worry is the inability for player merchants to take orders from players before they have crafted the item. The random flaws mean that the items players want will have to be crafted and held before they are sold. Which means that anyone with storage will have an instant benifit (if they are a merchant group).
Lets hope we can find a way around that anyway. I'm happy to hear that there are ideas in the works to try and counter the issue.
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On the topic of storage, its not as if storage goes to people who haven't simply sent an application and gotten a good idea through to the DM team. We don't use storage as a perk to "favorites" or anything like that, anyone can get involved in a DM faction.
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I know DM's dont just give a house and storage to anyone that fancies it. But storage is a massive perk if you are playing a merchant group thats just fact if you are buying or selling any items that weigh anything. I suppose if a striving merchant group comes up with a good idea, and finds ways to get around the problems in order to compete. It may eventually be rewarded for involving other players. Thats how the system is meant to work as I see it.
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Yes, we've given merchant groups storage in the past when they were doing awesome stuff.
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I'd also like to throw this out there as to storage, since it was raised.
Lots of PCs can get it, even if you are not in a faction. I was renting my storage space out as a Fivestar, offered it to a lot of PCs and PC groups. The costs were essentially so low as to be nothing 50 gold for an item for a month, a grand total of 2 PCs ever took the offer up.
At least half of the gold I got on my fivestar was from re-selling items that weighed one pound or less. You can do the same thing. Do sendings, approach PCs, offer to buy from them, in time, you get a reputation as "the buyer", so people bring them to you.
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I totally agree. The fact that certain players will be able to buy as many of these new items, obviously providing that they have the funds to back it up, only to then store them away until people are willing to meet the price of their demand, only allows for a potential monopolization upon initial set-up of this new system.
They can do this with current crafting items too. It's not going to be profitable to take up space when you can just get it somewhere else anyway.
Storage is a faction perk anyway. It's meant to be a bonus. :) You could try ally yourself with a faction.
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One Question:
Will the dyes finally be able to work with out skill points?
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You need skill points to use dyes?
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Or that just might the crafting choices…
Speaking of that another question...do we still have to have points in those crafting choices in order to modify armor and stuff?
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One Question:
Will the dyes finally be able to work with out skill points?
You never did need skill points to dye things, you just needed to select the appropriate crafting skill (tailoring, armorsmithing, etc…).
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Question:
You guys mentioned the new system will allow anyone to modify armor. Will the new crafting system allow you to add some of the newer armor type pieces?
(such as the tabards that only DM made equipment has, afaik)
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I'm assuming the dm's will release more information when the system is finalized. Prolly a good idea to just stick to the ideas and information we have been given, save people the dissapointment of not getting a reply =p
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Personaly I am looking forward for these changes, I tried crafting but it's not my cup of tea.
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Oh, don't get me wrong, I'm really looking forward to it too. I think that a change of dynamics will be quite refreshing. I was just initially a bit pessimistic as to how it was all going to work around those already established and the few upcoming merchant groups =P
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Simple solution, make a Half-Orc Barbarian Merchant, then you'll have plenty of storage space on your person.
As for the random flaws; I believe Moloch mention that some materials will cause a random flaw, some will have no effect at all, and some will have an extra bonus & random flaw, with the really good stats coming from a lucky roll…
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Only the flaws are random, you'll know what power your item will get in the positive when you attempt to add it.
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I'm curious as to whether the new system will still require the allocation of skill points to craft armor, craft trap and craft weapon.
I'm curious about this as well, or more specifically, will the skill points we've already sunk into our craft skills have any bearing in this new system. They can be rather expensive as an adventurer when you consider what they could have been used for instead. I'd hate to see them become a waste.
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As we pointed out in the original announcement, we're happy to help people remake if they sunk much into crafting skills. We're doubtful they'll be integral to the new system, it currently does not take them into account and we can/may change that-but have no solid plan to at this time.
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Thank you, I must have missed that in the original announcement.