Geez, you're right. That Dedic8ted person is really ruining things, and worst of all they seem to have a name really similar to mine!
:P
Thoughts for Crafting


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*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
Okay, but seriously now...
Obviously, the "common" crafting items would be creatable at any magic station.... it's simply the more serious ones that would require an almost quest-like activity to perform. And perhaps rather than being for enchantments, such things would be better fits for Wondrous Items, which use an identical system.
The kick is, right now the creation of +5 items, currently the "creme de la creme" of the enchantments, is only dependent upon the willingness of crafters and the availability of King's Tears... and such, are amazingly inexpensive when compared to the "suggested" price of such items. As such, it makes it unlikely that "cooler" things would show up, as all of a sudden it's simply a question of grinding out enough coin (and a far cry from the MSRP of 48,000 gold!) to get it done. And true, my character truly respects the discount!
But when not only the materials but also a half hour of battle and risk are thrown into the mix for a certain desirable something, suddenly the demand becomes less for gold and more for greater things. The enchanter who is willing and able to brave the greatest of dangers for her craft is suddenly not just popular, but a figure of importance within the adventurer community. Factions would bid to have such a person within their fold, entire guilds could form around them, competitors might want them dead, and of course there's little the unscrupulous wouldn't do to gain control over them.......
So yeah.... in the end, I'm thinking it's good for enchanters.... and their players.
Obviously, the "common" crafting items would be creatable at any magic station.... it's simply the more serious ones that would require an almost quest-like activity to perform. And perhaps rather than being for enchantments, such things would be better fits for Wondrous Items, which use an identical system.
The kick is, right now the creation of +5 items, currently the "creme de la creme" of the enchantments, is only dependent upon the willingness of crafters and the availability of King's Tears... and such, are amazingly inexpensive when compared to the "suggested" price of such items. As such, it makes it unlikely that "cooler" things would show up, as all of a sudden it's simply a question of grinding out enough coin (and a far cry from the MSRP of 48,000 gold!) to get it done. And true, my character truly respects the discount!
But when not only the materials but also a half hour of battle and risk are thrown into the mix for a certain desirable something, suddenly the demand becomes less for gold and more for greater things. The enchanter who is willing and able to brave the greatest of dangers for her craft is suddenly not just popular, but a figure of importance within the adventurer community. Factions would bid to have such a person within their fold, entire guilds could form around them, competitors might want them dead, and of course there's little the unscrupulous wouldn't do to gain control over them.......
So yeah.... in the end, I'm thinking it's good for enchanters.... and their players.

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
*Holds the black staff high, and wants to beats Dedic8ed with it.* ~..~
The Crafters that I like are the ones who are capable of understanding and acting according to the following sentance; '//// I'm afraid I am in bit of a hurry, could we just get it done?'
And we do not have the player base of 2 000 players around the clock. Thus the demand for class X for the effect Y is likely to be quite miniscule.
It feels ridicculous to level a character to the 15-20's just for the sake of those two or three people who might want to get that effect Y. Personally, even more so if I have character or characters that I'd prefer playing with instead.
And then it comes down the Warlocks.
They got their Imbue Item feat which at the moment has been made quite redundant. So, is it possible to make a check if the character has either 'Imbue Item' or 'Feat Z' to create that particular effect Y?
In PnP Warlock is the class that is the primary Enchanter class. All they need is their UMD check and appropriate Item Creation feats.
The Crafters that I like are the ones who are capable of understanding and acting according to the following sentance; '//// I'm afraid I am in bit of a hurry, could we just get it done?'
And we do not have the player base of 2 000 players around the clock. Thus the demand for class X for the effect Y is likely to be quite miniscule.
It feels ridicculous to level a character to the 15-20's just for the sake of those two or three people who might want to get that effect Y. Personally, even more so if I have character or characters that I'd prefer playing with instead.
And then it comes down the Warlocks.
They got their Imbue Item feat which at the moment has been made quite redundant. So, is it possible to make a check if the character has either 'Imbue Item' or 'Feat Z' to create that particular effect Y?
In PnP Warlock is the class that is the primary Enchanter class. All they need is their UMD check and appropriate Item Creation feats.

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*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
We do have ideas about making rare recipes that create specific good items, and that require alot more work to manage to craft, things like custom essences that aren't among the fire,water,earth,air,power, and that the recipe itself only drops as very rare loot, etc...
But some things are better after player base is big enough to support it
But some things are better after player base is big enough to support it

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
What we're intending to do...
Majority of recipies: Generic, only buy the recipe from store and get the base stuff done.
Minority of recipies: Some rare recipies that you're required to find and will require different kind of expertise as well.
So far we've only made the "majority recipies" part, but after some time we'll make loot-only rare 'crafting' (not enchanting) recipies that'll allow those with proper feats etc, to create something others can't.
Considering the base enchanting pretty much serves all the basic needs already, the rarer crafting recipies shouldn't add too much necessity to actually seek these crafters with gritting teeth. But can add an nice edge for the crafters to be capable of providing something others cant.
Majority of recipies: Generic, only buy the recipe from store and get the base stuff done.
Minority of recipies: Some rare recipies that you're required to find and will require different kind of expertise as well.
So far we've only made the "majority recipies" part, but after some time we'll make loot-only rare 'crafting' (not enchanting) recipies that'll allow those with proper feats etc, to create something others can't.
Considering the base enchanting pretty much serves all the basic needs already, the rarer crafting recipies shouldn't add too much necessity to actually seek these crafters with gritting teeth. But can add an nice edge for the crafters to be capable of providing something others cant.

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*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
But that's sort of the point. The primary "enchanter" types would still be ready and able to do 95% of the crafting, and all of the "normal" crafting, which is available. I would not think of taking away from the existing crafters in any way. Rather, simply adding some rare recipies that would allow others to occasionally get into the crafting fun. Are you saying that you would feel obligated to make a 20th-level cleric of the evil domain simply because there was a single recipe out there that called for it? That, pardon the pun, is dedication to your craft! :lol:wrote:It feels ridicculous to level a character to the 15-20's just for the sake of those two or three people who might want to get that effect Y. Personally, even more so if I have character or characters that I'd prefer playing with instead.
This I can only address from the technical (read: geek) side. Yes, it is possible, but would actually require the complete set of "base" enchantments to be written a second time to work with the other feat, as well as warlock-specific recipes to be placed into the game.wrote:They got their Imbue Item feat which at the moment has been made quite redundant. So, is it possible to make a check if the character has either 'Imbue Item' or 'Feat Z' to create that particular effect Y?

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
I've finished with the new recipies, we'll likely add them to server tomorrow, but won't promise they'll be something you lot can touch yet ;) we'll still need to test that the recipies work etc.
But I'm hoping to get at least the working ones to be added to stores tomorrow already.
But I'm hoping to get at least the working ones to be added to stores tomorrow already.

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*SanguineOrchid
- Posts: 20
- Joined: Thu Jan 01, 1970 12:00 am
I know this topic has probably been talked about elsewhere but.. like.. I suck at archaeology so I'll just slap it in here, it's a suitably old topic with the proper name right?
Can I get metal sticks? Oxymoron I know right, but seriously.. Wooden shafts are not exactly the best conductor of electricity and I think Stormlords should have the options of carrying around "lightning rods" metal spears.
To be specific, would it be impossible to have spears for sale on Jez with Alchemical silver and cold iron properties with nothing else attached so those who like to charge demons yelling "For Sparta!" can go ahead with that before they get munchied by the million demon army?
Barring that, mebby spears with the metal properties and another effect of little to no value to take up one of the three slots available in order to balance the damage of Stormlords against other mêlée archetypes since they already get the electrical and sonic additions as part of their class and being able to greater magic weapon, add 3d6 elemental damage then 2d8 additional elemental damage and potentially an additional 1d8 fire damage from the druid side might be viewed as slightly OP when you go and get a +4 wisdom bonus necklace so you leave your wisdom at 16 in order to boost strength max so you can incorporate FB for IPA with a +20 strength boon to the 2h wearing flame arrow/empowered lightning orb with legs?
I like Stormlords btw, they're fun to RP when not powering small cities by sitting on the generators. Not being able to fight the later half of the mobs due to the restrictions impressed by class is kinda annoying.
Sacred Fists also run into this problem since if you look at it, the only way they'll cut enough DR to matter is by going all the way to adamantine fists which is a level 16 monk ability, 16 monk plus 10 sacred fist plus 4 druid which is the only real option when you consider the pros and cons of cleric vs druid for the purposes of unarmed combat.. kinda means if you see a monk in the abyss you know exactly what to expect out of their build. Adding gauntlets with the metallic aspects would spice it up a bit allowing them the same freedoms that everyone else takes for granted when they pick something up to bash another life form to death with.
So since I've had too much caffeine and not enough sleep, I'll stop the flood now and just say it straight out.
Metal spears and gauntlets that we could use as the base item for enchanting/crafting would help tons. Thanks for reading! :D
Can I get metal sticks? Oxymoron I know right, but seriously.. Wooden shafts are not exactly the best conductor of electricity and I think Stormlords should have the options of carrying around "lightning rods" metal spears.
To be specific, would it be impossible to have spears for sale on Jez with Alchemical silver and cold iron properties with nothing else attached so those who like to charge demons yelling "For Sparta!" can go ahead with that before they get munchied by the million demon army?
Barring that, mebby spears with the metal properties and another effect of little to no value to take up one of the three slots available in order to balance the damage of Stormlords against other mêlée archetypes since they already get the electrical and sonic additions as part of their class and being able to greater magic weapon, add 3d6 elemental damage then 2d8 additional elemental damage and potentially an additional 1d8 fire damage from the druid side might be viewed as slightly OP when you go and get a +4 wisdom bonus necklace so you leave your wisdom at 16 in order to boost strength max so you can incorporate FB for IPA with a +20 strength boon to the 2h wearing flame arrow/empowered lightning orb with legs?
I like Stormlords btw, they're fun to RP when not powering small cities by sitting on the generators. Not being able to fight the later half of the mobs due to the restrictions impressed by class is kinda annoying.
Sacred Fists also run into this problem since if you look at it, the only way they'll cut enough DR to matter is by going all the way to adamantine fists which is a level 16 monk ability, 16 monk plus 10 sacred fist plus 4 druid which is the only real option when you consider the pros and cons of cleric vs druid for the purposes of unarmed combat.. kinda means if you see a monk in the abyss you know exactly what to expect out of their build. Adding gauntlets with the metallic aspects would spice it up a bit allowing them the same freedoms that everyone else takes for granted when they pick something up to bash another life form to death with.
So since I've had too much caffeine and not enough sleep, I'll stop the flood now and just say it straight out.
Metal spears and gauntlets that we could use as the base item for enchanting/crafting would help tons. Thanks for reading! :D

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*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
I have found one staff that was made out of Alchemical Silver.
I do not known if there are "metallic" spears to be found in the game.
The server had gauntlets made from alchemical silver and cold iron materials but those did not work as intended and they were removed.
If I am not entirely mistaken, the 16th level monk damage penetration ability works against Adamantium Damage Reductions, that is bypassing the damage reduction of constructs and player casters.
And Abyss is not the only area to level your high level character.
(Talk to the Green Abishai in Sigil Main for a tip where to go.)
I do not known if there are "metallic" spears to be found in the game.
The server had gauntlets made from alchemical silver and cold iron materials but those did not work as intended and they were removed.
If I am not entirely mistaken, the 16th level monk damage penetration ability works against Adamantium Damage Reductions, that is bypassing the damage reduction of constructs and player casters.
And Abyss is not the only area to level your high level character.
(Talk to the Green Abishai in Sigil Main for a tip where to go.)

