Fear of the new crafting system
-
I haven't read through the 4 pages of posts so forgive me if this has been mentionned.
I was personnally wondering how and if we will still be able to have custom items ?
I mean, to some, style is very important.
Or will we all end up with generic tunics, armors, weapons, etc that all look the same ?
-
Look back half a page you lazy git! :roll:
-
-
I'm hoping I'll actually be able to, you know. Figure this one out from the beginning.
-
I'd like to know if we'll be able to add robes to armor and clothing, so we can have the "dangling leg cloth" appearance that's part of the new craft appearances. The tailor mannequin idea is interesting, and the flat rate for each part is a good idea (granted it it is reasonably cheap), but with severs like EfU they neglected to add an option where you could add that robe appearance. Of course, I'd limit the options to the "dangling leg cloth" for metal armor, and "dangling cloth" and "frock coat" for cloth and leather.
Additionally, it might be a good idea to make several mannequins, it wouldn't do too well if half the server was queuing up in line to do armor modification.
-
As long as it's not like at ServerNameOmittedIntentionally, with the dumbest enchanting system I've seen…
There any class can enchant weapons/armor/clothing/leather goods/rings only depending on char level.
Example:
Barbarian lvl10 can enchant a +1 1d4 divine dmg weapon or a ring of +1 AC +3 spot +3 listen...
IMHO enchanting should be restricted to caster classes, as they are the only ones who know how to use magic.
-
Anyone will be able to customize and enchant their gear. We're not limiting it to casters. However, the way it is done will make sense in the game world.
-
I am assuming (hoping?) That the present crafting of wands, potions, & scrolls will stay intact? Seeing as it's both a viable trade, and I would be quite lost in my survival tactics without the supply of consumables. I'm making assumption that the new crafting replacement is geared for persistent items.
-
Consumables will remain untouched.
-
I've been hoping to see more before I jumped on this boat but it's a month and a half after the initial announcement and communication seems to have slowed on the matter… So here goes. It's not an rage-post. I think of it more like a concerned letter...
1). The need to 'grind' in order to gain raw materials and to 'craft' them through multiple crafting attempts.
The new system will instead reward you for going out to explore dangerous places and for going on scripted adventurers.
The old system required you to grind in order to gain raw materials because, inexplicably, no merchant (which would -have- to be an npc one due to the way the game world is designed) ever sold raw materials. Really? No dwarven caravans rolling through town to sell the ore needed for ingots? No blacksmiths selling metal bars? No lumberjacks selling various woods? Why? It never made any sense that an established NPC Merchant or Merchant group would make these things available.
If the new system requires delving and quest-grinding, then the people rewarded will be the high-leveled, well-equipped, well-organized who set out on a plan to achieve thus-and-so materials to create thus-and-so an item. Also, those special few (er, not -so- few) with dm friends that can get a little help for that occasional spontaneous corpse rescue when you did something stupid or that can get the attention to have a dm put in a tiny bit of spice for a phat loot dm chest are going to be the ones that come out on top.
2). The old system was too tied into levels. If you wanted to craft something great, you had to be a higher level.
The new system will essentially allow anyone to customize their gear, there may still be some rolls involved (we're not completely set on this yet though-there may be no rolls at all).
So? The game is about gaining experience in whatever trade you ply. Rogues get more Roguey, Fighters should get more Fightery, Wizards should get more Wizardy, and Crafters should get more Craftery. If the progression in the engine is too tied to fighting monsters so wow, i can make a better sword, it seems an easy step to add a value to the character token so that the more you craft, the better you get at crafting. It should not, however mean that a barbarian who's crafted 50 greatswords should suddenly be able to craft one that can catch itself on fire on command. That's magic, and that should take a wizard.
3). The old system created very bland items, very predictable items–and often very powerful items.
The new system will have several thousand different combinations of powers and abilities that can be added to items. There will be three tiers of 'powers and abilities' that can be added to items. Some that create random flaws with the item (of varying power) and some that create no flaws at all; this will allow us to allow more powerful items that we currently do--but compensate that for introducing random flaws to the items (or if you get very lucky, no flaw at all).
Items are bland because the special versions are powerful. The crafting system currently doesn't allow wizards to add anything special to weapons or armor beyond a +1, which made me sad. Maybe if these other options were included, you'd see more exciting options show up on the server, and more exciting player-made goods start circulating the market.
4). The old system was complicated. It often took awhile to get the hang of it, or have someone explain it to you and frequently caused major lag.
Adding anything off-engine to a game through scripts will probably be very complicated, but perhaps a DM call should/could go out players who craft to compile a recipe book/read-me/player-guide on how crafting works. I know I started compiling one myself before I read this announcement a few weeks ago, and have continued to add to it in case this doesn't pan out. Hell, put me in a sandbox with a dm for an hour and i'll hammer out a good-starter guide to make sure that the current crafting system is easy.
And if the crafting system lags, wouldn't that be a bug? Maybe that part of the crafting system's scripts needs to be examined so that it can be ironed out. I mean, heck, this crafting system has been a month and a half (or more?) in the works. Perhaps in that time the majority of the lag and some of the scripts could've been compiled to deal with the issues.
There's plenty more to say on this all, sure, but i figure that's a good place to start with my feelings after reading the announcement, thinking on it for a while, and reading five pages of posts.
/feedback go
-
Erm…Anyone else actually excited for the crafting system? Yes, I think that it is a bit unfair to player merchants but it will allow for many new things -> like not needing an armorsmith to dye your armor, like actually looking kool, like not needing to waste time mining in order to make simple sets of full-plate, like customization.
Sorry, the current system works very well, I know that. But I am very excited for the new system. Customization will help players add uniqueness to their characters...I just think the whole new system might create more fun.
Two cents inserted =)
Please feel free to take my opinion as that of an ignorant optimist, if you wish.
-
Anyone else actually excited for the crafting system?
I am! The only thing I use the crafting system for is consumables (which arn't getting changed) and customising gear, and the new enchanting system sounds a lot more interesting than the current one, though I can see some fighting over the best "components".
-
I'm immensely excited, mainly because I think it's going to push -lots- more players to actually -want- to go out on those random lvl 1-99 adventures, rather than do a quest over and over again, because they know theres a chance of being able to enhance your gear. Its going to be awesome, I really can't wait.
I'm just hoping that theres going to be a -set- amount of gold to modify the appearance of armour/clothing added in with it, instead of the DC fail multiple times till you have 0 gold and a half finished outift situation I keep ending up in.
-
I think merchants might find it necessary to hire mercenaries to find components. Another way to promote PC-initiated quests, and give work to some people. If that becomes easier to do somehow, it would be welcome. I mean how many PC characters have the coin to hire mercenaries for a proper expedition and actually give a reward similar to most quests per head? Let's face it, noone will go to the underdark for 50 coins…
-
I like the idea that magic sword means something more intresting than + 1… From the sample item I assume we be seeing alot more anti-race items, which is nice way to make the market more intresting...
For example, lets say the dm run a giant heavy plot, sudenly all those antigiant wepeons that are knocking about become really usefull and desired. Now go forward 6 months and changed the plot foe to drow and elf bane items are the more usefull.
Now this may sound a bit like "so?" on the surface, but I imagine there be a few people smart enough to buy 'weak' items when there need is cheep and make a killing selling them much as events change whats a really good item!
That doesn't really happan in the current crafting system.
-
Forgive me if what I am wondering as already been covered in this thread, but I did not want to read the five pages.
The new system looks good and I am also one of those that thought the old one was boring and too similar to Runescape to be considered a great asset to CoA.
However, from what I understood, it seems that just anybody will be in measure of forging decent equipement, be it armors, be it axes, be it bows… Which I think sucks. It'd be good if Rali or Lokarn wouldn't all of sudden looks shitty because their 15 ranks and skill focus: craft armor are rivaled by that dummy half-orc with -2 to that skill.
I think it's interesting to have player characters who are known to be skilled smiths or skilled fletchers. Instead of having everyone skilled in these crafts.
-
From what I can tell by reading all this, the new crafting system, isn't actually 'crafting' as such, and using that word, is confusing people. It seems to me that it's 'customising' or 'modifying'
Basically, from what I can make out, and this is all specualation and probably very very wrong, you'll be getting a sword (from rali) and then making it awesome by using magical stuff you found while adventuring out somewhere dangerous.
So it has nothing to do with skill.
I expect the NPC shops are going to get updated in some way with the new crafting system.
-
Speaking of which, any guesstimate on when it'll be ready?
-
Phew, finally done skimming this thread.
So! My questions:
1- Crafting consumables remains unchanged; what about attune gems?
2- Will the feat requirements for enchanting/creating change? And how?
-
Two more questions (Very sorry if these have already been answered)
1: Will something like Tailoring still be available as a crafting option and will none-spell casters be able to use it, even if it's just changing appearences.
2: Will you be able to add custome names/descriptions to items? This actually interests me more than anything. Even if it's just a mundane sword, I like the idea of my smith or whatever being able to make a custom descrip/named blade. I don't truly expect that this will be done, but it would be very cool if it was doable.