|
Post by joseph on Jul 21, 2012 11:43:13 GMT -5
Before I get to bed, a few thoughts on crafting... While I agree that crafting, as it sits now, can just be abused endlessly, it also stands to reason that players could gather the materials (from questing or breaking down items) to have an 'heirloom' quality item made (weapon, shield, armor, trinket - whatever). I am not arguing for this to be made available - rather - I am asking what the consensus is on this? What are your thoughts as to why or why not on crafted items? Should they be restricted to something like 1 every so many levels - or one of each type, or only one? I ask because, I enjoy crafting on my characters, and have made some fun items that would never drop in DDO, but would exist in D&D (where the sky is the limit). Again, curiosity, and me half asleep. Thanks in advance for input
|
|
|
Post by joseph on Jul 21, 2012 21:30:22 GMT -5
Now that I am awake To clarify better, I might use scimitars - and I might find a flaming dwarven axe of pure good (as an example). If no on in the group could use that weapon, rather than sell it, I would try to find someone who was able to make such things, and see if they could or would fashion such a weapon for me. In D&D this would no doubt involve quite a bit of adventuring - but then what are we if not adventuring On the opposite side of the spectrum (and something I always wished DDO offered) we used to charge XP for crafting items. A Wizard, for example, could call that they were going to be 'crafting' scrolls, potions, or wands of whichever types it was determined they could craft. The DM would calculate the XP loss said Wizard was going to have for crafting these items, and then that amount would be deducted from the Wizard (in terms of static groups, the Wizard would just sit out X amount of xp dungeons). Only Wizards had this ability. Usually it was only Wizards who could craft things, but it added a new dynamic to the game. In the case of any class who had learned crafting (in DDO) - if you wanted something crafted, it would take an enormous amount of materials and time to have it done (not talking about full twink crafting - just one item). To represent that, say it was 10x the materials required to craft the particular item. <-- this is not so attractive to a character who is on their first life, but it becomes more attractive if you managed to reach 'second life' stage
|
|
|
Post by Admin on Jul 23, 2012 2:57:35 GMT -5
I think that crafting is a tricky one.
The game is already UBER gear crazy for the new players - the ones who are killed are those who can't run quests due to no players in the guild.
We are a small guild and is it best to spend 1/2 your game time in challenges that don't offer favor - a measure of success - or crafting what is done in those non-favor challenges -rather than running quests for favor.
For now I "think"
Crafting at Stone of Change to bind gear - and this ties into death if you like my counter points is always allowed and makes sense. Crafting to run end game content is allowed - so save your components. Crafting to carry around a +5 undead bane weapon of electric burst at level four is bogus.
That's the nonsense that a lot of crafters do.
Let's maybe limit it to: Stone of Change to bind/attune Shards for Feats End Game Content (level 13 and up)
Also crafting and challenges should "only" be done when no one is online. Crafting does not help the guild directly - quests do by earned Guild Favor.
|
|
|
Post by joseph on Jul 23, 2012 6:53:48 GMT -5
I agree I was meaning more like - for example - a paladin could quest to get his or her holy sword (for example). Since such a thing is nearly impossible to get as a drop, then at a certain point it could be assume that said Paladin would have gotten it (and have someone craft it for them). I am a HUGE fan of the 'one' weapon set rule - meaning that you have your primary weapon set (which is a lot to carry), and maybe a ranged weapon (and perhaps a dagger or something if you are the fighter or rogue type). I hate the fact that in DDO I can literally carry 50 great axes and 50 full plates with me as I run around adventuring. I usually limit myself to one melee or ranged weapon set, and maybe one set of the other I didn't take (melee or ranged), depending on the character, and one set of armor, one set of jewelery (necklaces, etc.) - with the exception of a very select set of clickies (but rarely - I hate having to click things). With those things in mind, you can better see why I asked about crafting. Definitely not a guild thing - in my guild (Wolves of the North) I have my crafter. I would never, ever level up another crafting character (and he is only level 60ish I think). Not like I can craft the greatest things out there - but I have made myself a few items for my non-PD guys (devotion ring, songblade shield for my bard, etc.).
|
|
|
Post by Admin on Jul 23, 2012 9:22:55 GMT -5
One weapon doesn't always work - although I hear what you are saying.
I "think" at a minimum I would want 2 Edged weapons - in case one breaks and four if you are a dual wielder Two blunt weapons Two sets of armor - and if I have a +1 Deathblock - that means three if I am a jack of all trades.
I think crafting is something that is going to grow in lieu of reports that shrines are going to be nerfed. I just don't like the idea of layered grinding within a grinding game.
Crafting for end game play of course should be allowed (maybe after level 12)? Crafting for shards and to bind gear is also good.
I do think the pack space would be a "GREAT" Idea for a static group. Limit the pack to 3 slots with two having to be open.
Maybe something like this: You can bring what you carry and an extra sharp/blunt/ranged weapon (more for dual wielders) per quest You can bring a set number of potions (maybe a total of 40) not stacks total in a belt you wear and a spare belt of vials. An extra set of armor and shield.
BUT I hate micromanaging characters. How about again the "KISS" rule of keeping it simple. You must ALWAYS endeavor to maintain one FULL backpack slot.
I also think that if people accept this rule that we should be able to use the store items such as space/cookie jars and bank slots. From what I read about end game play these are needed.
Think of how much faster the game would go. DDO players are "pack rats" in that they have way too much stuff...as an example my 14th level guy.
I don't know how this would fly for general play as quests are not usually planned. If I go into a quest that I know has ghosts - I'm going to bring that crappy +1 GT weapon - but I'm not doing so on a normal quest. Any quest that I "know" has beholders gets a deathblock item - same with PK casters. Otherwise I"m not going to want to wear +1 when I have +5.
Again if you make the game too complicated for "general play" - which is why dungeon crawls - PD - ironman groups have limited appeal to the general masses - you lose interest. I think that this is a good idea - "but" it would take time to get overall support in a guild.
|
|
|
Post by joseph on Jul 23, 2012 9:59:52 GMT -5
I always figured that the extra pack slots and bank slots you can store buy were Turbines version of player housing That reminds me, I have the nicest guild ship money can buy for a level 28 (almost 29) guild that my wife and I duo played to that level. If we do any twink characters, welcome to use that guild. Hate to lose the real world money ship - and we did work hard for it.
|
|
|
Post by Admin on Jul 23, 2012 11:43:46 GMT -5
Well with regard to gear the binding/attuning stone is not working. Another bug.
|
|