View Full Version : New Crafting Methods need all skills set to current max...
Archae
02-16-2005, 09:25 PM
<DIV>With the four new crafting methods, we gain 8 new skills, 4 of them are knowledge based for scribing the books, 4 are skill based for making the products. Currently only the knowledge ones get set to max...</DIV> <DIV> </DIV> <DIV>Ie, for Apothocary, my skills was 154/154 so I was able to scribe the Tier 4 book (Apothocary 3). But my Thamaturgy was 45/154 meaning I coundt make a single item in it, no green results, all double red, till I got it up to 154/154</DIV> <DIV> </DIV> <DIV>Now it took me about 1.5 hours to get it up, the results come fast enough, but this will create heartache if pushed to live this way, cause now you need to repeat it for woodcraft and the other 2 skills too, and with fuel costing 2s30c at this tier, its gonna be very pricey to level up.</DIV> <DIV> </DIV> <DIV>The justification for setting it to max on the push to live is that if this system had been in place from the start, then players would already be at or near max anyway from using it.</DIV> <DIV> </DIV> <DIV>Not necessary, but would be a nice thing, imho</DIV>
Ceruline
02-16-2005, 09:33 PM
I don't think this needs to be changed. Making items that you used to be dependant upon other classes is intended to be more expensive and less convenient than buying them ready made. Needing to work up that skill is simply a prerequisite of being able to be independant. Why should the ability to be independant come more or less without any added effort (Just a cheap recipe book)?
Archae
02-16-2005, 09:53 PM
<DIV>Because if the system had been in place all along, then folks would have been working it up all along. Ie, they wouldnt buy a tier 4 book but only have 45 skill in making the recipes in it, they would be closer to 150.</DIV> <DIV> </DIV> <DIV>Its not necessary, the skillups come fairly quickly, but it would be something the Devs could do easily to make it nicer on Live when pushed.</DIV> <DIV> </DIV> <DIV>And the harder part is already coded in in the form of it taking someone using Apothocary 2x the fuel of someone using Alchemy to make the same item.</DIV><p>Message Edited by Archae on <span class=date_text>02-16-2005</span> <span class=time_text>08:54 AM</span>
Ceruline
02-16-2005, 10:02 PM
I guess I don't feel that simply because the change is being made now it should necessarily be as if the change was in all along. I'm of the opinion that being independant needs to be difficult. I'm not so sure that 2x fuel costs really go far enough, but it's extremely hard to predict how many people are going to start making their own stuff when this goes in as opposed to buying subs from others.I feel as if independancy was put in to be a viable option in a pinch, with the intent being that the assembly line approach would be prevalent in most circumstances. (One effect this does have is to cap subcomponent prices at a little bit more than the cost of 2x raw cost plus a reasonable premium for crafter time.) As such, it's reasonable to require an initial expenditure of effort to allow higher level crafters to create item types they never could before. While interdependency is no longer required, it should be strongly encouraged by the mechanics. I don't think that this was necessarily intended to be such an encouragement, but I feel that it functions well as such and ought to be kept as is.
Archae
02-16-2005, 10:31 PM
<DIV>Personally as a sage, i would MUCH rather buy my components than make them, but with inks being as valuable to Alche as to Sage, its almost inpossible to get a 20 pack of tier 4 pristines (at least on live) because the Alche can make much more exp/money off making them into fighter Apprentice IV's.</DIV> <DIV> </DIV>
Moorgard
02-16-2005, 11:33 PM
<DIV>It's intentional that people have to work the new skills up.</DIV>
Archae
02-16-2005, 11:36 PM
<DIV>kk, thanks for the clarification Moorgard.</DIV>
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