Legendary crafted gear

Discussion in 'Archived Topics' started by Elrond, May 25, 2019.

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  1. Elrond

    Elrond Avatar

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    @Chris i like the artifacts idea having them becoming legendary and was thinking we can expand the same feature for crafted gear as well . Basically what we craft now will be uncommon and we will need 4 uncommon crafted pieces with same stats /materials to make a common piece and so on till legendary . A common piece can give acces to today enchants and masterworks , an uncommon piece could give access to slightly boosted enchants and masterworks ...a legendary crafted piece could give us access to legendary enchants and masterworks .

    If 64 uncommon chests are need it to make a legendary chest means we can loosen up on durability a bit as well , making each tier bit more durable ..

    Common chest exceptional - 200 durability
    Uncommon - 250 durability
    Rare - 300 durability
    Legendary - 400 durability

    An uncommon - Bronze epic plate set ( with full plate chest ) is 78 bronze ingots
    A legendary - Bronze epic plate set would be 78 x 64 sets = 4992 bronze ingots( est. value 2.5 mil gold for 1 set )

    So i dont expect everyone to be running around in legendary sets anytime soon or markets to overflow with legendaries . Players will have something to strive for , in aquiring enough materials for their sets ... that means more player retention ...It will also make curent basic ore ( copper , iron ) more interesting to mine and on par with gold and silver . The diversity of gear on vendors will increase also with multiple tiers available for all pockets from starter gear to awsome gear.

    Can also pave the way for when weapon affinity comes as training a weapon to a certain affinity will require to have durability left when finished and maybe solve the issue of too much crafted gear we have on vendors .
     
    Last edited: May 25, 2019
  2. Jezebel Caerndow

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    I could get behind that.
     
  3. FrostII

    FrostII Bug Hunter

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  4. AoiBlue

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    I was thinking more
    [white]Normal[/white]
    [green]Improved[/green]
    [blue]Exceptional[/blue]
    [purple]Legendary[/legendary]


    To get Legendary you should require field specialization. Field specialization also gets a a regular increase of Exceptional and Improved rate in addition to reduced failures.

    Likewise there should be 3 levels of success on masterworks and enchantments. Players should get an increase of successes on their specific field of items when enchanting. However, if they are specialists in alchemy, it applies to all items.

    I also agree that max durability should be increased slightly on crafted gear, but I don't know if such a generous increase is necessary.
    Still chestplates, and weapons should have the highest durability.
    Finally, weapons should be divided into four classes:
    Off-Hand Weapon (Can be used in the off hand with a Main hand weapon.)
    Shields (Can be used in off-hand but cannot be used for standard off-hand attacks)
    One handed (can be used with one in each hand)
    Main handed (can only be used on the main hand, e.g. bastard swords, staves)
    Two Handed (Can only be used with two hands)

    Two handed weapons should get the most durability.
    Off Hand weapons should get the least durability.
    Shields should get durability based on size and material. The maximum durability should exceed that of two handed weapons.

    Masterwork and enchant capabilities should be based on total components. Better components, should mean better masterworks and enchants.
    Additionally higher durability items should also get better masterwork and enchants.
     
  5. Elrond

    Elrond Avatar

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    Waiting on Chris to post here as ME 3 :)
     
  6. Steevodeevo

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    I like it, but only because its basically the same system of half a dozen other MMOs
     
  7. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    The problem with this is a beginner crafter will never see the light in the tunnel to achieve this. Took you many hours and years to get to your point to be able to even think of making a legendary. Which is way too far away from the beginner who just started.
    I like the idea, just not sure its realism.
     
  8. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    I think its common before uncommon ;p
     
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  9. Pawz

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    Taming buffs on gear too! Cause...TAMING! :)
     
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  10. Elrond

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    Thats the thing there is no entry level ... you can have 2-3 mil xp in your skills ...or you can have 200 mil youll still be able to craft a legendary for yourself or others ... so beginner or veteran as long as you have the required materials you have acces to it ...if youre saying why cant a beginner make a legendary as fast as a veteran player ... for the same reason as someone starting today cant go farm a xen penetrator or spider silk belt .
     
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  11. Hemswal The Descended

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    I'd have to give this a little more thought before forming a full opinion. However, I like the direction you're going with this @Elrond
     
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  12. Arlin

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    The solution to crafting is not to make the gear more expensive. Consider also that adding in upgrades means you effectively quadruple all resource costs. I'm not opposed to long term, high power items, but what the crafting economy needs right now is motion. Basic adventuring gear needs to come down in price and there needs to be a system where people lose gear regularly (not max durability - that system is terrible). Basic gear appropriate for most of the game should be easy come, easy go.
     
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  13. Elrond

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    Without making higher tier absorb lower tier and with specialisation coming..gear on vendors will increase ten fold if not more . When gear is absorbed , costs are included as well ... Also legendary artifacts will be vastly op compared to their counterpart crafted items . If we are to maintain a balance we need legendary crafted gear as well .
     
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  14. Fenrus MacRath

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    So lower quality gear wears out faster and legendary gear lasts for generations.
     
  15. Fenrus MacRath

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    I agree completely with the Honorable Elrond, The whole premise was that player crafted gear be the best in the game. No reason it has to be easy to make, I would prefer it be ridiculously difficult actually. Perhaps rare components that are found by breaking down the new artifacts, or killing a seasonal beast. Rare unteachable recipes, etc. Huge quantities of materials and the like. There are few master crafters in the game , whose makers mark is valued, lets expand on that as an end game crafter goal.
     
    Last edited: May 29, 2019
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  16. Nevyn Waldail

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    Specialisation I assume will reduce gear costs significantly. Elronds idea gives the opportunity for top cost items rather than just items being expensive due to rng
     
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  17. Arlin

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    I'm not arguing that we shouldn't have top end crafted gear - I'm saying that before the economy can really support that, we need a stronger foundation. Without a stable, flowing market for lower level gear the high level market won't work.
     
  18. Redhammer

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    Greetings - a lot of great thoughts...I am eager to hear more details on what the Devs are actually working on...Specialization does not have to be the final step... Lets hope it is a good quality first step!
     
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  19. Fenrus MacRath

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    I think you can go into any town or public vendor in the game and purchase affordable, low level gear quite readily now. The average crafter can crank out decent gear for themselves and their friends without much trouble. The Highest end gear is where the whole system falls apart currently. My crafter will easily go through 500K-600K, worth of mats trying to make a specific high end weapon right now. Between the terrible % chance for making an exceptional weapon (like 1 in 4 on average) * Side note, master carpenters don't make one great table and 3 ordinary ones every time they make a tables, its not luck, its skill. It takes longer and requires more expensive materials, but a master carpenter makes master pieces** sorry. Then the system for enchants and masterwork are totally random and usually come up with 3 unwanted choices, or worse yet, you fail on a pass and the piece is ruined and ends up in my factory outlet store for less than what it cost to make. To make an exceptional weapon with 4 passes of gold and silver, is no easy feat. Now if you introduce farmable artifacts that rival the top end gear, without giving crafters an ability to make truly exceptional products, you might as well not craft at all. (Pant, pant, pant) Sorry about the rant. 8)
     
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  20. Time Lord

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    @Elrond , you seem to be a magnet for the crafting skills, so I'd like to ask you what your views are on incorporating magic into crafting. We have a large sky that no one but the cabalists and those hunting them are using. There's magic in everything about our game, "except crafting".

    [​IMG]
    Any thoughts?
    ~Time Lord~
     
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