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View Full Version : An idea for improving transmuting for transmuters: short cuts


Meirril
05-30-2009, 07:32 AM
<p>Lets face it, being a transmuter isn't much better than being a non-transmuter. Basically you have access to a set of transmuter only recipes that everybody will want at most 2 of. One for each weapon, and only if they belong to a class that uses 2 weapons. Weaponsmith/Transuters are even more screwed because they just doubled up their slots for 90% of their adornment recipes. Joy.</p><p>The other thing transmuters do is create raw products that quite frankly the primary tradeskill classes get far more benifit from than the transmuters themselves.</p><p>Everything a transmuter makes can be handed to someone else with the transmuter getting no additional benifit. Tinkerers can make items for other players, but the majority of good desired tinkered items require as much tinkering skill to use them as it does to create them. Effectively, they are no-trade because if you can use one, you only need the recipe to make one as well.</p><p>It would be nice if we transmuters could get a benifit that was essentially no-trade. Considering that Tinkerer no-trade creations are more useful to adventurers than crafters (indeed, many abilities require adventuring levels as well) it would be great if transmuting was more useful to crafters.</p><p>How about giving transmuters access to recipes to create some no-trade items? I'm not sure if its possible to do this as a broad category, but the ultimate would be to allow transmuters to create no-trade versions of components, which in turn create no-trade versions of final items. The easiest one to explain would be "unstable" transmutations that guarentee the "better" result. So fabled items always produce "unstable" mana. The unforunate thing is that unstable items would disappear if the transmuter didn't occasionally rework the enchantment that created the unstable components, kinda like tinkerers need the skill to use certain peices of equipment that are more complex.</p><p>The major stumbling block here would be that I don't think item creation is coded in such a way that you can create no-trade versions of regular items without creating 2 database entries for every product. If it can be done, this would be great...but I don't think it works that way now.</p><p>So an alternative idea would be to allow transmuters to "cheat" on recipes. Instead of creating unstable transmuter products, they could create unstable rare materials. The basic process would be to take 1 rare material of the same tier, and 200 of the common version of the rare you are trying to create. Throw in a few fragments and maybe a powder and you now have an no-trade version of the rare you want. If your going to include a bunch of fragments and powder, just eliminate the rare item. Honestly, event treasured adornments are worth more in raw ingredients than any non-loam.</p><p>The no-trade rare could still be used in commission crafting, and would create a normal item.</p><p>So, this would end up flooding the market with "expensive" rares and bring up the price of "cheap" rares to match. This would ruin the entire economy and bring crafting into a new dark age from which it will never recover, right? Well, there is a way to prevent that from happening. Slow down the rate you can do this enough an it won't have a major effect on the economy unless EVERYBODY becomes a transmuter. I'd propose that instead of being a regular crafting combine, it is an ability just like regular transmuting is. The major exception here is that the refresh timer gets extended to 24 hours. Alter the ability to where it isn't effected by spells and abilities that reduce refresh timers (like epic weapons abilites arn't affected by spells or abilites). While this is useful for transmuters looking for a reasonably priced rare, it isn't going to significantly effect the market.</p><p>The only crafter that should complain here is the provisioner, who doesn't use rare materials for his own craft. The only thing I can say is partner up with an alchemist or a jeweler to make a batch of adept 3 spells once a week via commission. Or make rares for your own use.</p>