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  • #16
    Being a crafter myself i understand some of things being said, althought i must say that what has been designed with the fatigue system makes it so items truely cost what it would take too make such a item.

    I am unsure if anyone has ever actually priced armor true armor hand crafted but in the ol day's only the very rich or handme downs could afford full plate armor.

    Reason every tom dick and harry did not wear such things. As for the 1k per fatigue, i have no problem saying i am one of those people that will charge that. If im going too take 15 fatigue for making a item, i belive it makes it more realistic in the sence of what the armor would truely cost.

    I am afraid buying full plate for 2000 gold is quite cheap if you really look at what you are getting. You have too remmember that armor is being made instantly, not over two weeks time of 8 hours a day as it normally would.

    If we want too play by the real rules im sure kael would have no problem making us sit around for 3 or 4 RL hours watching a ticking clock say....25 more hours and your armor is done..

    As for the other skills such as mining, i really am unable too say much since i dont mine, so no noise from this peanut gallery.
    Favorite quote : "Lets see..if they were children, Cirion would be pulling mara's pigtails , Os would be drawling on walls and Grom would be playing with matches."

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    • #17
      Mining is handled much the same. Though you might not get an instant product in your hands. What you get out of one vein right now is what you are intended to get in a week or so, depending on how high level a vein it is and what your physical attributes are. If fatigue regaining would be cheapened, crafting prices or resource rarity would need to be increased.

      Doubling the increase in fatigue regain would mean a resource gain that's 4 times less than it is now in order to keep a comparative balance and relatively right pricing on final products (though the margin would be larger for miners that way). Azulfae's suggestion would lead to a division of 3*24*2 = 144.

      To better illustrate what that means, I'll give some hard numbers:
      According to the suggested 3 points per hour replenishment, you'd get a 2% chance to get 1 iron ore from each 'attempt' on a vein. So, 4 times that 2 % chance for a full 40 seconds. 92.2% to get nothing.

      And 0.5% to get 1 mithral ore from a mithral vein in one 10 second 'attempt'. (which you'd spend a lot more fatigue on mining). 98% to get nothing from a whole vein.

      The effect would be that you'd get a lot more attempts at mining, but if your chances to get anything would be reduced to almost nothing, I think most would not even bother with gathering skills anymore.

      Another way to balance it out would be to multiply the amount of required material to make items. But that would have the same effect, plus it would clutter people's inventories to the point where they can't carry their metal to the smithy without a horse and wagon, and would require loads more work for me.


      To be completely honest, my lack of desire to change the amount of fatigue regeneration as many seem to suggest is because I think it stems from the want to produce more in less time for the same cost. But one key point in redoing the crafting system was to create a balanced economy, to put a halt to the endless influx of powerful items as a result of farming/grinding and to make the truly great items a one in a lifetime buy. It seems to work alright so far.. Except that people expect something from the system that it was never meant provide: MMO-esque daily hours-long resource grinds to make something every average joe wears too.

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      • #18
        I don't much play yet, but I'll put in my two cent..

        If the main problem is players running out of fatigue and still having playtime remaining (when no one is around to RP with) then perhaps it would be best to reduce the regen time and increase the resource rarity as you suggested. That way, assuming it remains effectively balanced to the current system, you've given that player a reason to stay connected to the server for an extended period.

        Doing so could provide a balanced (lower per day) flow of resources over a longer period of time - which, in my opinion, would be better than using all my fatigue in one day, filling my inventory and then having to wait a week before I could do it all over again.

        It's probably something we would need to Poll, since it's completely preference based.
        "Remember, the community loves you. Probably." - Sundren Tips

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        • #19
          Alright. I'll create a poll for it. I actually considered, but I thought if I'd do it myself it would come across as a sort of resistance against the community's wishes, given the numbers.

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          • #20
            Please for all that is good just let this go people.....if we change it to what you are saying then, for mines and things that you would like to get you would have to get together a group that could get you to the resources, and gget in alive, all for a very large chance at getting nothing...where as now we can go in once a week or every other week, and do some. if there is no one on, and you can't rp DO SOETHING ELSE! don't go gather matierials because you're bored....this server is built around not having uber gear so that yuo don't just fight all the time, or if you do you do it with a group....That is why the penalies are so high. you are not going to get them to change that. all you are going to change are howmuch it seems you are getting not howe fast you can make things. that is set....just let that part go...this is like the 5th thread that has turned to we need to change the crafting system fatigue...it is fine.....*sorry...that is my rant* I"ve had a terrible RL day, so it might be a little harsher than what you would normal expect from me, but it is true. The devs are not going to truely change it. They would only change how it looks. the final outcome would be spending more RL time for the same amount of resources...while this might be more realisetic, how many of your would be happy after spending an hour or two getting a group together to get to that resource, mine the whole thing and get nothing...like 5 times in a row? No one want that.
            Sain- Immunes Legionaire and Ex-Adept of the now decimated Red Blades
            Dane Kensbane- Farmboy struggling to adjust to his new life as a favored of Illmater
            Peeli Pebblepounder- Beardless dwarven scout and woodsman
            Alexi Starsunder- Extremely young and headstrong elven rogue searching for his adopted dwarven uncle.
            Siriandel Starsunder- Grizzled Elven ranger, and estranged uncle of Alexi

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            • #21
              Then how about making the system more versatile. Where you can choose to 'Mine reckless' where you use more fatigue, get more drops (and perhaps of lower quality (if there even is quality)). Or you can choose to 'Mine cautiously' where you use less fatigue, get less drops but of higher quality.

              Of course, very few would be willing to use the cautious approach without some sort of quality factor...
              "Remember, the community loves you. Probably." - Sundren Tips

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              • #22
                That would be unnecessary complication, and a lot more work for - as you already raised - probably not much of an improvement of choice.

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                • #23
                  Its alright us making surgestions! Personally I have little enough time to fit in work, friends, lover, exercise, martials arts & recreation into a single week; the Sundren team must have even less time to work with :S
                  Originally posted by roguethree
                  If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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                  • #24
                    Originally posted by Allielliot View Post
                    Please for all that is good just let this go people.....if we change it to what you are saying then, for mines and things that you would like to get you would have to get together a group that could get you to the resources, and gget in alive, all for a very large chance at getting nothing...where as now we can go in once a week or every other week, and do some. if there is no one on, and you can't rp DO SOETHING ELSE! don't go gather matierials because you're bored....this server is built around not having uber gear so that yuo don't just fight all the time, or if you do you do it with a group....That is why the penalies are so high. you are not going to get them to change that. all you are going to change are howmuch it seems you are getting not howe fast you can make things. that is set....just let that part go...this is like the 5th thread that has turned to we need to change the crafting system fatigue...it is fine.....*sorry...that is my rant* I"ve had a terrible RL day, so it might be a little harsher than what you would normal expect from me, but it is true. The devs are not going to truely change it. They would only change how it looks. the final outcome would be spending more RL time for the same amount of resources...while this might be more realisetic, how many of your would be happy after spending an hour or two getting a group together to get to that resource, mine the whole thing and get nothing...like 5 times in a row? No one want that.

                    I think this should be heeded. I know the player and he has had a good ammount of expierence mineing in the high end markets. Right now all most of the server has seen is the low end common materials, eventualy they will become so widespread that prices will be nice and competitive. But if you start slowing down the already trickle of high end materials coming in, due to the lack of wanting of removing a few negitives.. well all that shiny gear you want could take months and months of hard farming just for the base materials...
                    Julia Blackstar

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