Guardian 452 - 1/5/2006 4:00 PMnah I think progression is good now.. it juts takes more times accessing the workstation and more chances for tool breakage... which is not an issue for some one like Enzo or Xiao for example... but for a low level crafter and low level player all that tool breakage can and may turn them off CNR.Thustly.. if the low end items ... I dont know .... say CL 5 and under (maybe lower) can be made in larger batches... that would help offset the costly tools for low level folks.
Talan Va'lash - 1/5/2006 6:20 PM We might also want to split some more crafts so that they have advanced benches so that advanced crafting badgers must be purchased. Master tinkering, master tanning racks and curing pools, master armour dummy (leather), master alchemy bench, etc. -TV
Ar7 - 1/6/2006 9:21 AM But with the current system of one item only, it is discouraging at the start for everyone, even to the people that might find it interesting later and annoying for high level crafters as it wastes their time.
Rayenoir - 1/6/2006 10:11 AM Is it possible to make just "trivial" items craftable in larger amounts? Someone new to the craft would take longer to make one than it takes a more experienced crafter of that kind to make five, for example.
Dorganath - 1/6/2006 7:36 AM On this point, the key thing to remember is one of realism. I don't care how good a crafter is... one can only make one weapon/bow/suit of armor/etc. at a time. Think about the process...think about the effort involved. It doesn't make any sense to dump a heap-load of CNR onto a table and in one singular effort get several finished products that don't normally lend themselves to batches (again bows, weapons, armor, etc). Such unrestricted batch crafting contributes to people shooting up through levels, playing the crafting XP roulette wheel hoping for a big pay-off that gives them a bunch of XP at a lower level that shoots them past the next level or two. Limiting finished items to one-at-a-time limits the speed of crafting, it limits the amount of items put into the economy, it makes more intuitive sense and it hopefully helps keep things more balanced.
Ar7 - 1/6/2006 7:21 AM These items, that are not finished products by themselves and that are needed in large amounts to craft other items, should be craftable in an unlimited or a very large amount. This will not have a big effect on the craft advancement, as they become trivial to make after very little time.
Now...regarding intermediate products. There are some which are craftable in small batches...depending on the items it may range from batches of 2 to 8 items. It's unlikely that there will be quantities any greater than this. One example: Arrow/bolt shafts. One attempt yields 20 shafts. Shafts may be made in batches as large as 5, which would produce 100 shafts, or enough for 1 full stack of arrows/bolts. Alchemical essences are nother example. Cooking products are another. Most items are still one at a time, though since the release we have been adjusting the maximum quantities for some items upward as we find it makes sense to do so. Thread, sawdust, tanned/cured hides and several others have either been increased or are approved to be increased.