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Author Topic: Idea for crafting...  (Read 103 times)

Nuzatch

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Idea for crafting...
« on: October 27, 2005, 09:58:00 pm »
Just a thought, but I know the market is flooded with goods at the moment, or so I read anyway, and I thought of something.

Idea 1

All current recipes could be switched to PRACTICE items.  IE these items require the default amount of goods, and reward the default amount of xp, but result in obtaining no end product.  A new tier (Yes, I know this is hard to do, or at least extremely tedious) could be created for Saleable items, and would require double to triple, even quadruple depending on rarity, the materials to produce, or simply have a significantly reduced chance of success to represent the skill required to make an item well-built and well crafted enough to be put to use.

Idea 2

Increase the number of materials needed, while reducing the amount of experience gained per items, especially on high volume items such as leather goods/bags.

Idea 3

Even more painful perhaps than Idea 1, but make several tiers of crafting to slow down the process.  Divide tailoring into tailoring and leatherworking, and even perhaps a third category of skinning.  I'd imagine given the magical qaulities it would be difficult to properly skin a Malar.

Idea 4

Limit crafts based on deities/classes.  Make any given character only be able to take up 3 crafts.  Exceptions would include followers of Dorand, who should be able to excel in an infinite number of crafts (He is the God of creation after all) and perhaps Beryl would allow their followers to have their 3 they wanted in addition to gem crafting.


These are just ideas that I've brainstormed, and they've probably come up elsewhere, but I thought I'd contribute these in hopes that even if these ideas themselves aren't pheasible, they would spawn better ideas
 

Frendh

RE: Idea for crafting...
« Reply #1 on: October 28, 2005, 03:27:00 am »
Quote
Nuzatch - 10/28/2005  6:58 AM

Limit crafts based on deities/classes.  Make any given character only be able to take up 3 crafts.  Exceptions would include followers of Dorand, who should be able to excel in an infinite number of crafts (He is the God of creation after all) and perhaps Beryl would allow their followers to have their 3 they wanted in addition to gem crafting.


Bad idea, at least having the limit so low. It would force people to buffer up on
all sorts of items, wich they otherwise would make when needed.

For instance, the weaponcrafter uses Weapon Crafting, Smelting, Tinkering and Wood
Crafting. Lets say I really want to be able to make bows and weapons on my own, then
with only three crafts I'd dump tinkering. Now I can't make molds. So then I would
stock up on boxes and boxes of molds. Quite a few unnecessary items.

Would be smarter to have a limit on the crafts you'd be able to become a Master in.
Then you would still be able to make all of the small stuff needed, like bowstrings,
molds, ingots(to a certain degree), sandpaper, juices etc.
 

Zen

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RE: Idea for crafting...
« Reply #2 on: October 29, 2005, 11:40:00 am »
OK  I guess its time for all to hate Zen now!
There are many master crafters here and some that cannot do much. I like the Idea that Classes are required to do a craft.

1/ All my monk can do is Tinker/Talylor/Wood/Fish&cook. Even if I want to make arrowheads I cannot mine the ore.

2/ As far as the magical crafts maybe make limits to what a PC of a class can do. While all can scribe, maybe they can't Make the parchment they need ... or Arcane users cant make cureitive potions at all but, can make cure scrolls. Clerics can't do Alchemy they can however still do the things at the "Holy pools" and can make Protection enchantments, but not Damage ones. etc etc down the line.

3/ only those that can use traps can make them. Like how Music Instruments are now.

4/ Limit Mining to Fighters but, not Palidens or Rangers. and Gem mining not available to Monks/mage/sorc. & Clerics.

5/ (this one is cutting my throat) Druids and Rangers suffer alignment shift if they harvest more skins/beatle&spider parts than are needed for static quests or to stay alive (sorry DM's)

6/ Also make certin races better at some crafts and some not as good (ie. Hlaflings can produce twice the amount of food if cooked in a kitchen). And not just for Dwarfs and Elves. Sea Elves=Fishing and Wemics=Leatherwork but not Cloth and Halflings=cooking&brewing etc.etc.

7/ I say no to taxes but, a charge to enter a craft hall/smithy/kicthen/temple (I think thats all of them) Like how the Jutebox works will solve that problem.

If this is done It will force us to deal/barter/trade with each outher and allmost take Gold out of the economy as it should be in that time. As to some Items sold by merchants now, the prices should be higher (ie. food)
 

Nuzatch

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RE: Idea for crafting...
« Reply #3 on: October 29, 2005, 01:42:00 pm »
Essentially limiting crafting to so many per character would drive up the inter-dependancy, which would drive up RP and interaction between characters.  It would also make that person who took up tinkering much more demanded.

Imagine this.  Everyone makes their three crafts the "cool" crafts, they do Armorsmithing, Weapon smithing, and Tailoring.  Awesome.  But wait... they can't smelt the ore now...  well they'll have to get that done by someone who has much experience in smelting.  Oh... and they need molds too.  So they have to find a tinkerer.

Now then, while all the "cool" tradeskill people clamor to find someone who can make molds and ca smelt, the smelters and tinkerers are sitting back raking in money as well, because they're the only ones that can actually make these items.

Now then, consider this.  This system would also force people to specialize a bit.  I take up Weapon Smithing.  I need molds, and I need smelted ore for this to occur as well, and I don't feel like depending on other people to do this, I want to be self-sufficient.  Well there I go, there are my three crafts.  I've used all three of them up to be the best armorsmith I can be.



Another thing to consider might be to require weapon smiths in the later stages to specialize in one kind of weapon.  You can only make +2 or greater weapons of a certain type (Axe, Sword, Spear, etc...).

And last but not least, probably a VERY hated idea, consider feats for item crafting for the superior products.  If I have to take a feat just to be able to make that Adamantium greatsword, I'm gonna think twice about how serious i am into crafting.
 

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RE: Idea for crafting...
« Reply #4 on: November 10, 2005, 03:13:00 pm »
What was said is very true.
If you consider that many characters already crafting seem to have created an over-abundance of melee weapons and armour. Rings and jewellery seems to be another. The last being bows.
All these specific crafts have one thing in common. They either increase ability stats or greatly increase hack and slash occurences.
Similarly, I go back to what I have posted, having a character get their crafts up to, let say 5-10 in each is very feasible. The amount of crafts available to the character after their character reaches 10th level, drops down to half and then finally to a single craft which they have specialized in.
For RP, limiting craft proficiencies, greatly increases the idea of networking among the characters. Also for the persuit of training.
A character wanting to apprentice for a craft, would go out looking for a craftsman that could take a craft to 5th, and then going looking for another character that could get the craft to 10th.

Excuse me while I just shoot out ideas.
 

jrizz

RE: Idea for crafting...
« Reply #5 on: November 11, 2005, 08:17:00 pm »
4/ Limit Mining to Fighters but, not Palidens or Rangers. and Gem mining not available to Monks/mage/sorc. & Clerics.

So fighters would be the richest class around due to mining being the only way to get mystery minerals :)