Fear of the new crafting system
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I have to say Bablefish's post does amuse me. Most children i know are swearing merrily by about twelve. And certainly almost all would know of such language even if they didn't use it. And it's hardly the worst thing on the server.
That said, I have to agree that I've no desire to see horrendous swear words implimented on the average magic artifact.
It would just be silly.Yeah, it's more the fact that people would write silly things on items.
But you know, there -is- a rule on the forum somewhere about profanities in game. They aren't allowed, not to a large extent, so, you know.
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Good riddance. What a clunky, horrible, boring system it was.
What's the ETA? "When it's done"? You know they said that about Duke Nukem Forever too and look what happened after ten years.
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Yeah, honestly, I really can't wait to see it all in action.
But no swearing people!
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I'd prefer people not to be able to write their own descriptions and titles for weapons directly, as they'd probably be silly and/or contain spelling mistakes most of the time. If you really think of a great name, I suppose you could always ask for it to be put on by a DM.
P.
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Re Rating.
I know that NWN wasn't rated Mature
Its rated Teen-Mature. So keep it within that. We're not PG-13, but drugs and graphical sex don't have a place on the server. Other than that, go ahead and RP your disemboweling, torturing, baby rabbit killings, ect.
And yes, I'd much prefer creative curses that resemble the setting, rather than modern-day ones.
Teen = "Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. "
Mature = "Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language."
Creative Curses = Awsome.
Normal curses = Acceptable upon occasion but not too much of.Sometimes there's nothing better than a well timed 'oh F***-' as the dragon lands right behind you and opens it's mouth to breathe.
And anyway, any server that allows characters to torture, kill, mutilate each other, and innocent NPCs (Including burning children as I recall) should be allowed the odd bit of blue langauge. So long as it's use sparringly and with flair.
But back on topic. On reflection I kind of agree, It'd be a very nice ability, to custom name your own stuff, but you couldn't trust people wouldn't abuse it. So… yeah.
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So from what I understand only crafters IG will be NPCs. You need X item made, you go the right NPC and start a dialog, as long as you have the right materials and coin, you get your X item. Same for enchanting.
It doesn't sound bad though it was nice to see those merchant factions made of PCs succeed at times, even though I see none of those around active, which makes it a good time to implement a different system. Truth is I ll miss the old one even though I never made a crafter character and just threw a few points here and there to be able to alter my armor, immense coin spent on failed changes, and dyes. Major coinsink for me and possibly the server.
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Dont think so.
Think you'll just buy standard equipment, then 'find' or 'gain' customisation 'items' and use them on the standar stuff to make it….er.... non-standard.#
Or travel to the foot of mount fire burn the hottest mountain in the lands and stick your sword in it to get +1 fire damage etc etc....
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I sort of pictured the new system to be somewhere in between BableFish and viruzz83's outlines: You'll get to buy enhancements (either from an NPC or directly from the universe, cosmetic difference) for existing gear. Probably there will be a limit to the number of types of enhancements, and to their strength. Sometimes an enhancement on one part would have a (chance at a) drawback that came as a package deal. You pay for the enhancements with some for of currency; probably not (just) gold and/or XP, but (also) enhancement tokens of some kind (probably weightless gems with a certain tag, e.g. a fire gem to add +1 fire damage to your weapon (or 1 point of damage immunity to your amulet/armor/helm, whatever), or a elemental focus gem to add more elemental damage of an existing type to your sword (upgrade +1 fire to +1d4 fire, or 1d4 to 1d6 etc.). A "Slightly flawed ice opal" would tip you off that there's a bigger chance of something going wrong when you use it. Maybe appraise/lore could help spotting these flaws.
Basically you'd find this currency on adventures, presumably as loot on corpses/in chests, or dropped in your inventory if you happen to roll a certain % chance (modified by the total amount of gold donated to shrines) on killing a monster/completing a quest/whatever as an extra reward.
I hope it's not like this at all, as I suppose this will tend to make the strong get stronger, e.g. people that already do a lot of adventuring would find more of these things, allowing them to be even more effective and finding more tokens. As a player that prefers to play their characters as reasonably nice people that do not go around pilfering items from something they just had to kill, are not ransacking every chest/tomb in someone's basement/graveyard that they were asked to de-rat/de-zombie, and preferring not to kill things in the first place if there's a way around it, and loathing 'collect all X to make Y' quests (and/or 'collectible card games') and 'builds', I doubt I would really like the system an sich (just like I don't like the way people steal^Wfind equipment/rewards from loot drops currently). But players like me wouldn't really need these customized weapons anyway, or we could still just buy (using whatever 'currency') excess B-list equipment from adventurers that have found something better, so there will still be some sort of player economy.
P.
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I have to echo the above posters concerns.
It seems that this system may very much encourage adventure without encouraging RP.
I liked the fact that, to become a crafter, you had to sacrifice a bit of mechanical power. That your character's strength -could- be that he or she was an awsome crafter. And that was a good way of earning a bit of coin aside, other than constant quest grinding.
I very much think that the idea of being able to grab bits and bobs from all over the place, craft reagencts as it were, is a great one! But I think that the art of turning those reagents -into- something should possibly be something that requirs mechanical choices on the part of the player.
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I'm in doubt your going to be able to get anything that great from quests, maybe some basic stuff, but not the good stuff. That'll all be behind a locked door down a secret passage gauded by monsters in the underdark, surely.
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I'm in doubt your going to be able to get anything that great from quests, maybe some basic stuff, but not the good stuff. That'll all be behind a locked door down a secret passage gauded by monsters in the underdark, surely.
And if it is does that will mean no groups like the old iron anvil will never be around again as there is no need for them.My personal view is if this is to be the case then the teams of the best"adventurers" will get everything and mechanical power will mean more to the server than it already does.
As it stands now a mid level crafter can make a reasonable living from it and adds interaction.When that is gone the mid level character will have to focus on the "power"of his build so he can survive the dark depths of he underdark and the monsters so he can make his +1 sword.
To me it seems abit silly if the items for crafting are basicly always going to be there in certain places then it is just going to be the same old reset run to be the first there,on the other hand if the dm's are going to be dropping this stuff as rewards for dm quests then why bother changing the system may as well just give out loot as normal.IMO.
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Why shouldn't adventurers be mechanically powerful? And why shouldn't the most successful or shrewd adventurers gain the best items? If you're not powerful, surely you can hire someone who is, or lie to him, or become his ally? There's intrigue already, and then you can go adventure by his side. Almost like P&P.
Disclaimer: Say no to powerbuilds. But say yes to making your character as mechanically strong as is in-character for him to be. (Though no more 20 STR Wood Elves please, they're ECL +2 :x)
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Well ive just read all 8 pages so a couple of points id like to clear up.
The idea of the new system is to encourage players to go out and adventure ie.Grind through the scripted quests and make there own up?
No more crafting so the only raw materials of any worth now will be the magic enchanting items….that anyone can get by doing the above?
Anyone can enchant without the need for feats or any skill in making armour or magic staves etc...so joe blogs the street urchin rogue pickpocket now knows how to make a wizards staff?
Will it cost gold/xp to enchant said items or is it free?
Is the drops of these enchanting items random as in say 5% chance on bosses or somthing like that?
Are there going to be set locations on the server(much like the blocks of ore now)that have a good chance of producing said items...like we have now for raw materials for crafting?
Sorry if this sounds like im putting it down as i realy hope it's great as the current system i personaly hate.But if Grak the halforc with his int of 6 can make a wizards staff by banging a stick with a funny looking rock wouldn't that make Sorn the 20 int elven wizard think he had just wasted the last two hundred years of his life!!!
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I'm pretty damn confident the DM's have taken everything into account here that people are worried about, and come up with a system that is the most balanced for everyone and adds to fun, adventure, and intrigue on the server.
They made it this good, this is going to make it even better.
Think about it, you already had to be a decent level, and have a decent amount of allies to be able to craft and be a merchant as it was, and it was really boring doing it. Now, your going to need to have people as allies, with enough power (or brains, which a lot of the time is much more important than mechanics) to get to the place where there will be one of the 'great' crafting items.
Sure, other characters will be able to get less great stuff from places less dangerous, but your crack team of 'miners' will be able to get the best stuff, make awesome weapons out of it, and sell them on, just like merchants used to. It just removes all the damn skill points, and the boring walk here, hit rock, go here, craft a bit, rest, craft, rest, craft, completely boring system that made me not do it ever.
Personally I wish the wand crafting, and potion crafting stations were taken out too, and replaced with a wand crafting knife, and potion making gloves or something, that you could just equip, and then craft in one cast of a spell, wont happen though.
I just hope the bug fix isn't completely mentally hard to do, and doesn't require re writing a load of scripts, that would suck hard.
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just a little suggestion concerning the eventual new craft system. Find some utility for the craft skills. Maybe keep the selection of different crafts like the current one but the higher the skill the greater the variety of items we could do. mundane, quality, exeptional, masterworked, sharper (bonus slashing), heavier (bonus bludgeoning), spiked (bonus piercing). different strength of items, some can be enchanted others cant. some can hold stronger enchantment others cant. Stuff like that. Just to give some use to the crafting skills. exotic weapons could require some higher skill points since they are -exotic- and not your usualy type of weapon.
just an idea. could be too much of a hassle to do though…
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Its an idea, but not one we'll use.
We'll discuss new uses for these 'empty' skills at some point in the future. They're not likely to be linked to the customization system we're implementing.
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Not sure if it's been discussed, and I think I'm not understanding something, but why not leave the customization of item appearance linked into the hardware crafting skills? Also, if possible, create a ratio in the code that makes it so if you have 5 crafting points, it costs more to do the same customization than if you have 15 points (numbers used only as an example). This makes taking points in those skills use less than they were under the old crafting system, but still useful. People will still want their items customized in appearance, just like they want them customized in colors.
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A way to customize your weapon's look?! No wai!
I agree with that idea though.
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I really wish -every- item was customisable, and that it cost a set amount of gold to customise things, and anyone could do it, and it could never fail.
I'd love that, much less annoying than spending half an hour and 1000 gold making your vagabond rags look how you want them to.
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coughs <_<