Thoughts for Crafting

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
Biggest issue with the earth essences is basicly that I'm currently only using standard nwn2 parts, and the monster parts that turn into earth essences are monsters we don't currently have around much... in time we'll try getting it better balanced, but having some parts rarer than others is acceptible really, just makes for some things to be expensive ;)

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Hmm... I could make some giant beetle boss like place to have more earth essences available. (Beetle Gland)
Maybe add a few Blade Spiders to Ethereal Demiplane...
Maybe add a few Blade Spiders to Ethereal Demiplane...


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*Theban Soldier
- Posts: 63
- Joined: Thu Jan 01, 1970 12:00 am
Does the server have shaper's alembics? They allow essence conversion.

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Nope, no Shapers Alembics available, we might make custom one with Essence Conversion disabled however.

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*Neli
- Posts: 64
- Joined: Thu Jan 01, 1970 12:00 am
I don't know...so far I have liked the crafting system.
Sure, there are limited sources in which to gather essences, but I never really had too much trouble finding the essences I needed - its the rare gems that end up deciding what I can and cannot do. I kind of like it that way, though - it makes sure EVERYONE doesn't have +5 gear.
I much like the idea of "finding" all these new recipes. It'll create a bit of diversity amongst us enchanters, as we develop our own "trade secrets" and such.
Sure, there are limited sources in which to gather essences, but I never really had too much trouble finding the essences I needed - its the rare gems that end up deciding what I can and cannot do. I kind of like it that way, though - it makes sure EVERYONE doesn't have +5 gear.
I much like the idea of "finding" all these new recipes. It'll create a bit of diversity amongst us enchanters, as we develop our own "trade secrets" and such.

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*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
Yes, the current craft system is better than the old one, without question.
I agree that positive/negative is kinda lame. I was thinking more about holy/unholy as in the "does extra damage to specific alignments" type. And I didn't consider that sonic is pretty much automatic DR buster.... although one way to again make people make the hard decisions is to either A. only allow sonic in +1 or +2 damage instead of the big +d6, or B. create a specific item type (craftable metals, perhaps) that automatically gives that +1d6 damage or gives resistance against sonic in armor.... but then pair it with a negative effect, such as a penalty to the will save due to the constant annoying humming in your hand, that will make people think twice about having it.
Finally, there is no way to enforce classes for crafting certain enchantments? *digs into 2das to find out* Again, I simply think it would be interesting and would also get more people interested in playing some of the other classes if, for instance, there was a cool rogue-friendly enchantment that could only be performed by, say, someone with 5 levels in Arcane Trickster.
I agree that positive/negative is kinda lame. I was thinking more about holy/unholy as in the "does extra damage to specific alignments" type. And I didn't consider that sonic is pretty much automatic DR buster.... although one way to again make people make the hard decisions is to either A. only allow sonic in +1 or +2 damage instead of the big +d6, or B. create a specific item type (craftable metals, perhaps) that automatically gives that +1d6 damage or gives resistance against sonic in armor.... but then pair it with a negative effect, such as a penalty to the will save due to the constant annoying humming in your hand, that will make people think twice about having it.
Finally, there is no way to enforce classes for crafting certain enchantments? *digs into 2das to find out* Again, I simply think it would be interesting and would also get more people interested in playing some of the other classes if, for instance, there was a cool rogue-friendly enchantment that could only be performed by, say, someone with 5 levels in Arcane Trickster.

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*Product of Void
- Posts: 355
- Joined: Thu Jan 01, 1970 12:00 am
elemental damage has weaknesses such as wizard spells to absorb damage or just being immune. RDD = fire, Stormlord = electrical, Hellfire = fire.
Sonic is nice but figure its just 1d6 I do not think IG is a recipe for it might be wrong. The crafting topic list having the ability to add reduction to armour.
I only wonder if I can add such things to a shield?
have to figure too there is some other things that affect weapons base metal times.
Silver
Cold Iron
Adamintine
are very important types
I do wish I could visual looks to weapons too. that would be SWEET.
Sonic is nice but figure its just 1d6 I do not think IG is a recipe for it might be wrong. The crafting topic list having the ability to add reduction to armour.
I only wonder if I can add such things to a shield?
have to figure too there is some other things that affect weapons base metal times.
Silver
Cold Iron
Adamintine
are very important types
I do wish I could visual looks to weapons too. that would be SWEET.

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*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
Well now... playing about in the 2das, it seems that class requirements cannot be enforced on enchantment.... however, spell casting prerequisites (as in, you must cast this spell to complete the enchantment), skill levels, and feats (right now the only feat in use is 1092, Magic Arms & Armor, but it could be replaced by something else that the enchanter must have... so by requiring "Recall Spirit", feat 2027, only someone with 11 levels in Spirit Shaman could perform a given enhancement, for example) can be... as well as required placeables, much as you currently need to do it at the mage bench.
So... suddenly, the idea strikes me. An idea of how to make special little surprises in the crafting system.
A profane altar tucked away in a corner of Carceri, behind a massively tough boss and a horde of annoying critters, and only usable by a cleric of the Evil Domain (feat 315) who has 21 ranks in Craft Alchemy. You want to get that weapon that automatically casts a cool evil spell when you smack someone with it? Or armor that grants its wearer an "evil" feat? Well, good luck getting a team of ten together to risk life and limb to help you craft it!
Just a thought....
So... suddenly, the idea strikes me. An idea of how to make special little surprises in the crafting system.
A profane altar tucked away in a corner of Carceri, behind a massively tough boss and a horde of annoying critters, and only usable by a cleric of the Evil Domain (feat 315) who has 21 ranks in Craft Alchemy. You want to get that weapon that automatically casts a cool evil spell when you smack someone with it? Or armor that grants its wearer an "evil" feat? Well, good luck getting a team of ten together to risk life and limb to help you craft it!
Just a thought....

