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Tappen
02-01-2006, 09:36 PM
I like the new single-combine system for level 1-19 spells.  In my opinion all level 1-19 items should be single-combine as the current crafting system has too steep a learning curve with its 100s of recipes.I think level 20+ crafting should be rationalized, but some sub-components should be left in the system.  In particular, I'd like all non-consumable items to require 2 sub-components.  Food, drink, potions, poisons and totems should be single-combine as they are used up fairly quickly.  Armor, weapons, etc should be more complex to make (but not the current craziness of 7-9 subcomponents).Trades with many recipes should require 2 standard sub-components, so all tier 3 spells would require 1 level 20 ink and 1 level 20 paper for example, but trades with few recipes such as armorcrafting should have 1 standard and 1 unique sub-component per recipe, to improve the the number or pristine bonuses.  Level 24 plate shoulder armor would require 1 level 20 plate and 1 level 24 shoulder joint sub-components in the rationalized system.  3 combines to make a piece of armor or table seems reasonable to me.<div></div>Going to single-combine for all recipes is overkill.  There should be some micro-management in a crafting system, people who like crafting in games tend to enjoy their mastery of such minutiae.  Also, without other major changes to recipes or xp curves, levelling would require roughly 5x as many raws as is currently required, posing an enormous barrier to entry to low level crafters.  Having 2 sub-components for non-consumable products would reduce this effect to 2x instead of 5x, which is much easier to alleviate with other minor changes in the system.  Also, keeping some sub-components would reduce the stress of the current crafter community tremendously because many of their pre-made stacks of sub-components would not be affected by the new system.Thanks for your attention,

Deadly Nightshadow
02-01-2006, 09:41 PM
<div></div>Can I just ask if you are a Provisioner? It seems pretty bias towards Provs if you ask me. If the changes are made (which they will be) they will have to be universal. Otherwise we will get ridiculous numbers of the "single combine" classes you're suggesting.EDITI should just say, on my Scholar on test server, I've levelled much faster than on live. Believe me, the xp curve is working fine.<div></div><p>Message Edited by Deadly Nightshadow on <span class="date_text">02-01-2006</span><span class="time_text">08:43 AM</span></p>

Aegori
02-01-2006, 10:21 PM
The idea i gave awhile back is to keep all general recipes as a single combine and make rare recipes mutli-step. It would at least serve to place value on the rare harvest combines in that the artisan still has to work to fully combine it. I definitely agree that not everything in the world should be a single combine, but hey <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> it's not my game.

Tappen
02-01-2006, 10:54 PM
I'm suggesting that the items which last 30 minutes to 3 hours be faster to make than those which last indefinitely, or at least till the player out-levels them.  I have a Provi, Alchemist and Tailor above level 40 so no, this isn't a player bias.It's not levelling speed that I'm saying will change if everything is single-combine.  It's the number of raws to level that is being increased tremendously without sub-components.  Levelling from 1-19 didn't take much more than running through the pristines anyway so those levels wouldn't be affected by the change, and I do agree with making all recipes in the first 2 tiers single-combine.For example, to get through level 45 as a tailor you need to make about 25 level 45 items like backpacks (assuming vitality).  This is because there's an extra 7.5 level 40 sub-component combines on top of the final combine for each item.  So you use about 32 metal, 25 leather and 40 roots to get through level 45.  Each final combine is worth a little under 1% xp (with vitality).If there were no sub-combines, and nothing else changed in terms of materials required or xp gained from the combine, it would take over 120 metal, 100 leather and 150 roots to get through level 45 in the single-combine system.  That's roughly a 4x increase in raws.Things they could change:The final combine could give 4x as much xp and take 4x as long to do:  I'm not sure how this reduces tedium, why make the change at all?The final combine could require a lot fewer raws than are currently used:  Talk about deflation!My suggestion, i.e. keep 2 sub-components for the non-consumable recipes:  Things stay pretty balanced.<div></div>