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Messages - Harloff

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21
CNR Suggestions/Discussion / Re: Sandpaper
« on: April 24, 2006, 01:02:03 am »
"You make levels and experience JUST by making daggers and see how far you get. A plain bow is such a small portion of woodworking."

Correct but you need loads and loads oof metals especially when you get past iron, and iron dagger become trivial aroun level 12 (i think)

"You contradict yourself above. Now you realize that high levels in tinkering is required. Iron and Platinum is used for bow parts. Try smelting them at level 10 smelting. Silver arrowheads are another that requires high smelting and tinkering. I am not just speaking of molds. "

My comment was about alchemy.... you said you needed alchemy and i said you don't which is still correct.

"It does take some time to develop the skill enough to get it consistent. To say that one craft is harder than the other is all relative. "

Hmmm.... Then I will like to ask you this. Why do you have to be a level 19 wood crafter just to be in the "top 15" of wood crafter wereas you only need to be level 14 to be on the weapon crafter "top 15"?

Besides when I am talking about wood crafting versus weapon crafting I am actually talking out of exsperience, I am level 14 wood crafter and level 15 weapon crafter. And it was way easier to get to level 14 in wood crafting than it was to get to level 14 in weapon. And tinkering well I think I am the tinker with most exsperience on the server right now, and leveling in tinkering by making arrowheads is now the easiest way, you even get all the metal back if you fail, and that is the only craft on the server that gives you that as far as i know.

Flectching you keep mentioning... well that is yet another easy task for the wood crafter 1 piece of wood, 1 feather, 1 lump of clay, 1 metal ingot, of these items only to of them are relatively hard to get to. And you an actually get exp. twice in the process that is a walk in the park. Actually making arrow shafts from which you get exp. just take 1 loosy resource it simply doesn't come easier than that.


22
CNR Suggestions/Discussion / Re: Sandpaper
« on: April 23, 2006, 09:20:52 am »
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twidget658 - 4/23/2006  2:32 AM

Harloff, you are limiting the woodcrafting skill to JUST simple bows. Throw in bowstrings and you need tailoring. Bow parts are smelting, tinkering and alchemy. Cams are smelting and tinkering. So just a simple bow is easy. That will only get you so far. The better bows are a lot more work.

And then their is fletching. Arrows are tinkering and smelting.

The point is, in every craft, you have to start somewhere and grow. It takes time and it should not be easy.



No, you never need to be a good tailor in order to be a a wood crafter, most people will craft bowstrings at 6 or 7 level of tailoring... Similarly i did not mention that the weapon crafter needs to be able to tinker for the same reason, I mentioned the high level crafts that you will be dependent on...

I fail to see your point about the bow parts... Simply because the bow parts that you use in wood crafting only need a high level tinker not someone proffecient in alchemy. The migthy bow parts can be applied by anybody not just woodcrafters and they a certainly not neccesary in order to make a bow.

However, I did forget tinkering and smelting, but that does not change the fact that you can easily become a high level wood crafter focusing only on bows a melee weapons. with a very limeted amount of resources needed.

23
Development Related Topics (DRT) / Re: New Prc Idea
« on: April 21, 2006, 07:00:57 am »
That might be true but to add strength to AC that is OVERPOWERED: + str. will give you +AB, +dmg. and +AC. Skarp would get +9 to AC using such a feat and raging would no longer have any negative side effetcs.

24
CNR Suggestions/Discussion / Re: Gloves of fury
« on: April 21, 2006, 04:33:49 am »
Well... My main point in my first post was: Gloves of fury are one of the hardest things to craft for a tailor, and can only be crafted by high level tailors. I think the craft level is about the same as Malar bags. Yet this item that is so difficult to make is sold for ridiculesly low prices, and there is no way to get the price on the item higher. Not just because they are mass produced but also because they drop as often as they do in the form of "lesser ogre gloves". A simple way of getting the price and the difficulty alligned would of course be to lower the difficulty of the task.

And I know exceptionel crafting is a flavor thing and the idea is VERY good on paper, but when introduced in an online game the result will always be that people keep producing them until they get the exceptionel items they want. And believe me most of these gloeves are thrown away when they are produced nobody have the storage for the vast number of gloves produced. One of the problems with this particular item is that it is the only usefull glove for most characters, the number of different gloves is limited and most of them are useless to the vast majority of players. And the result is that everybody goes for the strength gloves and the exceptionel strength gloves in particular. I myself would be willing to give 50+ k for such an item since I have nothing to spend my gold on except getting better equipment, and better equipment means better survivabilety.

As a side effect the number of dire bears living on the Layonara should be very low since so many of them are slaugthered in order to make gloves of fury, as far as i can tell dire bears most be reproducing faster than rabbits in order to meet the supply...

25
CNR Suggestions/Discussion / Re: Gloves of fury
« on: April 20, 2006, 08:51:51 am »
*nods* and that is why I suggested to make the difficulty a bit higher. And to add some things that are harder to get by or make, e.g. an enchanted diamond, ancient dire bear leather instead of dire bear leather, essences of strength 2-4 etc... Making the tailor dependend on other crafts/crafters and adventurers to get the resources necessary....

26
CNR Suggestions/Discussion / Re: Exceptional items
« on: April 20, 2006, 02:29:32 am »
That is true but do you wish an exceptionel weapon of all sorts? cause that would add more than 100 weapons in total and I don't think it is likely that the team is willing to add so many weapons. Besides a better copper weapon would also have higher level req. And I don't think it is likely that anyone capable of using a iron weapon would actually use a copper weapon unless it had some pretty wild and unique abileties, the only classes that I see benifitting from such weapons are spellslinger classes that can use "greater magic weapon" on it.

27
Development Related Topics (DRT) / Re: New Prc Idea
« on: April 20, 2006, 12:45:13 am »
hmmm... A suggestion for a new power class with lots of bonuses and no draw backs, that is something new... 8)

28
General Discussion / Re: farewell
« on: April 20, 2006, 12:35:55 am »
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akata - 4/20/2006  9:31 AM

Quote
Meizter - 4/19/2006  3:34 PM

It's sad to see you go Wintersheart was always a pleasure playing with Rolf and your quests were excellent.

See you around.

dont really have anything else to say, take care


*nods* I will miss your quests in particular...

29
CNR Suggestions/Discussion / Re: Exceptional items
« on: April 19, 2006, 01:08:19 am »
The few magical weapons that can be crafted, (sword of the dragon slayer, orcish dwarf razor, orcish elven bane) actually need gems, potions, wire etc.. so that is nothing new.

But before adding new exceptionel items I would prefer to have recipies for the alredy existing exceptionel items. Especially for the exceptionel gloves of fury, exceptionel cape of the panther, and other exceptionel items that most or at least many of the players would like to have. My thought is that the recipies could be doubled and have something else added besides that (an enchanted gem, an essence, etc.) and if it is a wish to limit the number of carfted items they could be made so hard to make that not even level 22 crafters could craft them trivially, much like the migthy bow part III (at least I don't think that any player can craft them trivially). This idea about having recipies for exceptionel items isn't something new, a recipe for the exceptionel belt of archers edge already exist.

30
CNR Suggestions/Discussion / Re: Ring of Devotion
« on: April 18, 2006, 08:26:22 am »
well i don't think it could harm that much that the paladins got more spells, but 3 level 3 spells are much more valuable to a paladin than they are for a wizard or cleric. simply because it is it is the 2nd highest spells for the paladin but only the 7th highest for wiz.,cler., sorc.... So a third level paladin ring should not give him 3 level 3 spells, maybe just 1 level 3 spell...

31
NWN Ideas, Suggestions, Requests / Re: questions on stats
« on: April 11, 2006, 12:15:28 pm »
ah yes i was mixing something up, half giant is +3 str and +4 con, and greater rage gained at level 15 is +6 con and str... so you would easily max both of them

32
General Discussion / Re: Question for DM'S
« on: April 11, 2006, 11:01:19 am »
I couldn't agree more, and in a perfect world the team wouldn't have to regulate anything by changing codes. However many people have the notion if I can do it then I am allowed to do it, and the history of the server strongly indcate that problems like these do return on a regular basis. Perhaps bacause new players aren't aware of the teams view on such subjects, because some people aren't so dedicated to the server as others or because some people are cheaters breaking rules they know exist if they can benifit from it...

33
CNR Suggestions/Discussion / RE: Exceptional items
« on: April 10, 2006, 02:28:40 pm »
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Dorganath - 4/10/2006 7:41 PM  
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Harloff - 4/9/2006 10:53 PM
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Dorganath - 4/9/2006 11:58 PM   The old system is as Harloff described; there was a 5% chance (rolling 20 on the d20 roll) regardless of one's crafting experience.
 
I think you misunderstood me... What I was trying to say was this: 1 out of every 20 items produced will be exceptionel according to the new system. A crafter with 5 % chance of producing a certain item will on success craft an exceptionel item 1 out of 20 items.
 I'm sorry, but this is not correct.
  How it works is this:
  If you roll a 20 when crafting, another d20 is rolled to see if the item is exceptional. The chance for an exceptional is the same as one's chance for success. So someone making a trivial item and rolling a 20 would have a 100% chance of that item being exceptional; this is your 5% chance example. By contrast someone with a 5% chance of successfully crafting an item will then have a 5% chance of getting an exceptional item if that crafter rolls a 20 when the item is crafted. In order to get the exceptional, that second d20 would also have to come out as a 20 in order to get the exceptional item. This is the 1 in 400 chance or a 0.25% chance to create an exceptional item on each attempt.
  Or in short, each crafter has the same chance (5%) for qualifying to get an exceptional item, but whether or not he/she does depends on their level of skill in that given craft.
What you said about overall averages is correct, given a large enough sample. In truth, the 5% crafter will probably see far, far fewer than 1 exceptional in 400 tries.
 *grins* We agree on this one and we have all along... the difference is that you talk about attempts and I talk about actually produced items. My claim is that nomatter the crafterlevel in 1 out of 20 produce items wil be exceptionel. The only thing that varies is the number attempts needed in order to get that. math examples based on avarages...  [TABLE=head;sort=1a,2,3]Chance |Attempts |No. items produced |No. exceptionel items |
100 % |20 |20 |1 |
80 % |25 |20 |1 |
50 % |40 |20 |1 |
10 % |200 |20 |1 |
5 % |400 |20 |1 |
[/TABLE]  And yes the the 5 % crafter might see far less than 1 out of 400 attempts but he could be lucky and get 1 in first attempt as well 0.25 % chance for that happening...

34
CNR Suggestions/Discussion / Re: Exceptional items
« on: April 10, 2006, 08:18:36 am »
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Stephen_Zuckerman - 4/10/2006  3:57 AM

Let me see...

I think that Tailoring and Gemcraft are the only two things you can have Exceptionals in.

I think we should incorporate some Masterworks into the weapons... An additional +1 to attack for an Exceptional (though called Masterwork in this case) weapon. And armor... Reduce check penalty by 1, raise Max Dex by 1...

Yummy.


As I started crafting i liked the idea about crafting exceptionel items, and thought it was a good idea to have exceptionel items in all trades. However, when i look at the trades that have exceptionel items I see that people are producing these items i vast ammount just to get the exceptionel item and throw all the rest away. E.i. people produce "gloves of fury" in HUGE ammounts, and throw most of the gloves in the trash, just keeping the few exceptionel ones. Furthermore, the system has the effect that you can gather things and by chance crafting something really rare and exstemely valuable.

Introducing exceptionel weapons would have the effect that all weapon crafter would start bulk producing their weapon of choice until they had the exceptionel one. And after that they would start producing their friends weapon of choice until they made the exceptionel one and so on... And that is not a scenario I think would be beificial for the communety in any way.

Based on the way this exceptionel crafting influences the way people craft i would prefer that it didn't excist at all, if better versions should exist e.g. "exceptionel gloves of fury" i would prefer to have a different recipe for these items, thus removing the "luck" factor and making the items value be reflected in the resources needed for that item. Furthermore, removing it would also stop this "overcrafting" of a very narrow range of items. Just my two cents on the subject.

35
CNR Suggestions/Discussion / RE: Exceptional items
« on: April 09, 2006, 08:53:52 pm »
Quote
Dorganath - 4/9/2006  11:58 PM    The old system is as Harloff described; there was a 5% chance (rolling 20 on the d20 roll) regardless of one's crafting experience.
 I think you misunderstood me... What I was trying to say was this: 1 out of every 20 items produced will be exceptionel according to the new system. A crafter with 5 % chance of producing a certain item will on success craft an exceptionel item 1 out of 20 items. In avarage he will however have to try 400 times in order to produce these 20 items. a crafter producing it trivially will however only have to try 20 times in average in order to get that exceptionel item.  In the old system any crafter would have 5 % chance of creating an exceptionel item. This means that a crafter with 5 % chance would produce exceptionel items only. And that a high and low level crafter would have to gather equal numbers of resources in order to produced the desired exceptionel item. A side effect of this old system is that more than 5 % of all produced items would be exceptionel.

36
CNR Suggestions/Discussion / Re: Exceptional items
« on: April 09, 2006, 12:46:07 pm »
no matter how good you are the chances of creating an exceptionel item when creating an item is 5 %. Thus a low level crafter will create exceptionel items as often as a high level crafter does compared to the number of items they make, the low level fellow will however need to gather much more resources then the high level does.

37
CNR Suggestions/Discussion / Re: Sandpaper
« on: April 09, 2006, 12:24:39 pm »
Considering that wood crafting has the best resourse to exp ration, (or resource to finished product ratio) I really cannot see the problem. To make a yem meelee weapon you need to pieces of wood and a few small bits and pieces, in comparison the highest level item in weapon crafting that you can make from 2 pieces of resource is an iron dagger.

The only problem a wood crafter has to face in order to become high level is to become proffecient in food crafting, and using saw dusts to create sand paper is by far the most efficient way to become a high level food crafter. In comparison a weapon crafter has to become profficient in: wood, food, smelting and weapon. Thus comparing wood crafting with weapon crafting reveals that the wood crafters have a much easier life than the blacksmith. So as i stated before i really cannot see the problem.

38
Trade and Market Hall / Re: rings, gloves and swords needed!
« on: April 09, 2006, 07:48:21 am »
We can supply you with all of these items, just visit the raven trade company.

*signed*

Skarp-Heiden

39
General Discussion / Re: Wemic Weapons
« on: April 08, 2006, 04:06:02 am »
I think the scent abilety is the same feat as the bear warrior gets, and it is activated much like other feats you activate. You can find it by right clicking at nine o'clock you find your characters feats and you will probably see it listet here (or in a submenu in this section). That is the way it works for a bear warrior anyhow. The easist thing is to assign it to a function buttom like you do with knockdown, taunt, etc. The function can be used as often as you like and shows you all enemies in the area, isted with the tag they have. e.g. "high mountain clan ogre mage"...

40
General Discussion / Re: Quick ECL thing
« on: April 06, 2006, 02:12:25 pm »
Some days back I was in party with koppin varkan (pig) and we started talking about the exp we got from the giants we killed. It turned out that Skarp (lvl 15) got more exp than koppin got (level 10 ECL 3), and we compared both the exp we got if we killed the giants ourselves or the other guy killed them. So it is correct that you get more exp with a high level character than you do with a low level character with a high ECL, eventhough this ECL doesn't give the low level character the higest level for the calculations.

My guess is that the max exp you can get on each level per creature (the level constant orth is talking about) this max influences the exp given when the ECL is taken into account and has the above described effect.

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