Crafted Gear Set Bonuses (Brainstorming Session)

Discussion in 'General Discussion' started by Elgarion, Mar 9, 2020.

Thread Status:
Not open for further replies.
  1. Elgarion

    Elgarion Dev Emeritus Dev Emeritus

    Messages:
    3,223
    Likes Received:
    9,292
    Trophy Points:
    153
    Gender:
    Male
    Alrighty folks -- let the brainstorming begin! There are tentative (not definite, no ETA) plans to create concepts of set bonuses for crafted gear which would go well towards meeting some of the crafting expansion goals of 2020. So... when you're suggesting your ideas, keep it Simple - Elegant - Intriguing! Your ideas can simply include a bonus type... a name suggestion for the set bonus... the requirements for the set bonus... or all of the above. Remember, the more new tech you're suggesting, the less likelihood it'll be pushed in during 2020.

    What does the gear know about itself? Meaning, what info is in the tooltips? Later iterations of set bonuses could be more complex, but we're looking for simple concepts initially.

    Community Livestreams Going Through this Post:
    The plan is I work this post while streaming, so you'll see edits here, and perhaps a little more insight as I do the work while watching me process it during stream. I'll link out each stream recording in the list below:
    Set bonuses will not necessarily be stackable with other set bonuses. If not stackable, how one is picked over another is yet to be discerned.


    Carapacian Set
    • Names: Archmage Set Bonus
    • Bonus Considerations: Per matching piece worn (from 2 up to 5)
    • Suggested Bonuses: +2% spell crit and +1 focus regen per matching piece worn
    • Description: Per piece using carapacian bolts as core component (up to 5 pcs possible). (Carap already boosts crit, so now it can boost it some more!)

    All Different Materials
    • Names: Variety is the spice
    • Bonus Considerations: Should not be any
    • Suggested Bonuses: The material bonus of each item is also applied to each of the other items,
    • Stackable: Yes
    • Description: Equipped armor has at least one of each material. (plain leather, supple leather, hardened leather, etc) Same for heavy armor (Iron, Copper, Bronze, Meteoric, etc)

    Bonus Matching Set, All Crit Increase Pieces for Instance
    • Names: Unison
    • Bonus Considerations: Should not be any
    • Suggested Bonuses: Not sure.
    • Stackable: Probably not? but maybe?
    • Description: Material of equipped weapon "matches" the material of the armor. For example, a grey pine bow confers a critical hit chance increase, as does supple leather or meteoric iron. However, all armor must be the same material.

    Wings, Shrink & Float Vanity Set Bonus
    • Names: Fae
    • Bonus Considerations: Should not be any
    • Suggested Bonuses: +5 to Acrobatics skill and/or +5 to Safe Fall and/or Character model is visibly displaced upward by 67% - the character size is decreased 33%, so the character's head would be in the "normal" position. Collision should not be impacted.
    • Stackable: Yes
    • Description: A faerie belt (or Creepy Dolly, since not COTO store, also shrinks) + dragonfly or faerie wings (or just wings) + only light armor. The belt and wings could be from a pattern, since both are COTA store items.

    Fustian Set
    • Names: Spellbinder Set
    • Bonus Considerations: Per matching piece worn (from 2 up to 5)
    • Suggested Bonuses: +3% spell damage and +1 focus regen per matching piece worn
    • Description: Per piece using fustian bolts as core component (up to 5 pcs possible) (Currently spelldamage doesn't exist as an armor material bonus, this would give fustian some much needed love).

    Augmented Cloth Set
    • Names: Hedge Wizard Set
    • Bonus Considerations: Per matching piece worn (from 2 up to 5)
    • Suggested Bonuses: +2 to all attunement per piece (up to +10 bonus for full set)
    • Description: Augmented Cloth Style (any material)

    Dirty Cloth Set
    • Names:
    • Bonus Considerations: Per matching piece worn (from 2 up to 5)
    • Suggested Bonuses:
    • Description: (or all dirty clothes patterns, if possible :x)

    White Iron Chainmail Set
    • Names: Battlemage Set
    • Bonus Considerations: Per matching piece worn (from 2 up to 5)
    • Suggested Bonuses: +1 damage avoidance per piece, -5% fizzle chance per piece
    • Description: All white iron chainmail core material.

    Golden Jewelry Set
    • Names: Golden Brilliance Set
    • Bonus Considerations: 3 piece set for gold material jewelry
    • Suggested Bonuses: +15 to all attunement, +15 int for all 3 pieces worn
    • Description: This would not rival the warlock chain / attunement rings but would bring crafted jewelry a bit closer and without the reg use increase would be a decent option.

    Meteoric Iron Jewelry Set
    • Names: Falling Star Set
    • Bonus Considerations: 3 piece set for meteoric iron material jewelry
    • Suggested Bonuses: +5 dmg resist, +5 avoidance, +15 str for all 3 pieces worn.
    • Description: Melee jewelry set bonus

    Bronze Jewelry Set
    • Names: Feline Swiftness Set
    • Bonus Considerations: 3 piece set for bronze material jewelry
    • Suggested Bonuses: +3 weapon crit chance, +15 dex for all 3 pieces worn.
    • Description: Archer/dex set bonus

    All Crafted, Maker Irrelevant
    • Names: Crafty Set Bonus,
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable:
    • Description: This set bonus is derived when a player equips themselves with all crafted gear.

    All Crafted but 1 Item, 1 Artifact Equipped, Maker all different
    • Names: Chaos Set Bonus,
    • Bonus Considerations: Chaos magic related, Chaotic effect related
    • Suggested Bonuses:
    • Stackable:
    • Description: This set bonus derives its power from the chaotic nature of the set itself, magical items crafted by all different makers, plus one artifact put into the mix to add additional wildness to the magic.

    All crafted 100% cloth
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses: +5% faster casting and/or spell reagent consumption reduction
    • Stackable:
    • Description: Material type set, based on cloth,

    All crafted 100% leather
    • Names:
    • Bonus Considerations: Chaos magic related, Chaotic effect related
    • Suggested Bonuses: +5% faster base attack rate,
    • Stackable:
    • Description: Material type set, based on leather,

    5 Piece, Bronze Armor Set
    • Names: Bronze Armor Set Bonus
    • Bonus Considerations: all bronze armor
    • Suggested Bonuses: +25% to Material Related Stat Bonus (Weapon Damage, Damage Resist)
    • Stackable:
    • Description: Material type set, based on Bronze

    Aggro Set Bonus
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable:
    • Description: Need gear combo suggestions, but an Aggro set would be nice.
    • Worries:

    2 Piece, Meteoric Weapon
    • Names: Meteoric Weapon Set
    • Bonus Considerations: both meteoric weapons
    • Suggested Bonuses: +25% to Material Related Stat Bonus (Weapon Damage)
    • Stackable:
    • Description: Material type set, based on leather,

    Same Style, (Epic, Augmented, Fortified etc.)
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable:
    • Description:

    Obsidian Armor Set
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses: Currently has damage reflect, not good enough for people to care.
    • Stackable:
    • Description:

    Bone Armor Set
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable:
    • Description:

    Pattern Sets
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable:
    • Description:
    • Worries: Do not use COTO store patterns for this since pay to win, only use things like salvage gear drop patterns such as the various barbarian sets, dirty cloth, ragged leather etc. etc. etc.

    Existing Light, Heavy Armor Set Bonuses
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable: YES!
    • Description: possibly improve, but be sure to make stackable into any other set bonus provided.
    • Worries:

    All Crafted, Same Maker's Mark
    • Names: Unity Set Bonus, Dedicated Customer Set Bonus
    • Bonus Considerations: Do not make more powerful than other bonuses simply different than other bonuses,
    • Suggested Bonuses: + to single target spells,
    • Stackable:
    • Description: This set bonus is derived when a player equips themselves with crafted gear made by a single player. This rewards players who make their own gear or are regular customers to a single crafter. Good for solo crafters and dedicated customers.
    • Worries: name of character could change leading to difficulties maintaining a set, player could leave game leading to difficulties maintaining set, depending upon gear desires could be hard to find single crafter making all the gear types you want

    All Different Gems Socketed
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:


    DOWN THE ROAD, NEW TECH REQUIRED BEFORE SET CONCEPT CAN BE CONSIDERED:


    All Atenism Gems
    • Names: Blazing Dawn SetBonus Considerations: as above ^ all SUN attunement
    • Suggested Bonuses: 5% Sun Damage, +10 Sun attunement,
    • With Specialization: Grants Buff when worn: Cleansing Light - adds pulsing dispel effect & small heal over time effect (like 2-5 pts)

    All Gaiaism Gems
    • Names: Anger of the Land Set
    • Bonus Considerations: as above ^ all EARTH attunement
    • Suggested Bonuses: 5% Earth Damage, +10 Earth attunement - full set only (no partials) With Specialization: Grants buff when worn: Thornskin - adds small damageshield/reflect

    All Water Gems



    Names: Glacial Embrace Set
    Bonus Considerations: as above ^ all WATER attunement
    Suggested Bonuses: 5% Water Damage, +10 Water attunement - full set only (no partials)
    With Specialization: Grants buff when worn: Flow like the River - adds small damage avoidance/dodge effect


    All Necromancy Gems
    • Names: Cursed Shadows set
    • Bonus Considerations: as above ^ all DEATH attunement
    • Suggested Bonuses: 5% Death Damage, +10 Death attunement - full set only (no partials)
    • With Specialization: Grants buff when worn: Nectrotic Touch - adds small focus drain effect to physical attacks

    All Thaumauturgy Gems
    • Names: Archangel Set
    • Bonus Considerations: as above ^ all LIFE attunement
    • Suggested Bonuses: 5% Life Effectiveness, +10 Life attunement - full set only (no partials)
    • With Specialization: Grants buff when worn: Savior - 10% heal effectiveness (stacks with other sources)

    All Air Gems
    • Names: Whirlwind Set
    • Bonus Considerations: as above ^ all AIR attunement
    • Suggested Bonuses: 5% Air Damage, +10 Air attunement - full set only (no partials)
    • With Specialization: Grants buff when worn: Electrified - small chance for incoming attacks to stun attacker

    All Lunaism Gems
    • Names: Eternal Night set
    • Bonus Considerations: as above ^ all MOON attunement
    • Suggested Bonuses: 5% Moon Damage, +10 Moon attunement - full set only (no partials)
    • With Specialization: Grants buff when worn - Nightwalker - stealth/dodge bonus

    All Sorcery Gems
    • Names: Inferno Set
    • Bonus Considerations: as above ^ all FIRE attunement
    • Suggested Bonuses: 5% Fire Damage, +10 Fire attunement - full set only (no partials)
    • With Specialization: Grants buff when worn - Glowing Embers - small chance for incoming attacks to ignite attacker
    All Crafted, Same Guild Makers Mark
    • Names: Guild Set Bonus,
    • Bonus Considerations:
    • Suggested Bonuses:
    • Description: This set bonus derives its power from a player wearing gear all crafted by the same guild, but would require guild maker mark tech to be in-game first.

    All Crafted, Looted Player Crafted Gear
    • Names: Lost Treasure Set Bonus, Finders Keepers Set Bonus,
    • Bonus Considerations:
    • Suggested Bonuses:
    • Description: Player wearing all player crafted looted gear (might need unique tag, not sure if already has tag if was a player loot item), could renew interest in crafted gear sales to vendor to populate system, perhaps allow to stack with other set bonuses, would help new players finding crafted gear as loot, would need to couple with planned improvement to this issue: Cloth Boots +1 sells 35g. Cloth Boots +12 also currently sells for 35g.

    Enchanter or Masterwork Mark Based (various combinations)
    • Names:
    • Bonus Considerations: Needs new tech for establishing Enchanter Marks, Masterworker Marks
    • Suggested Bonuses:
    • Description: This set bonus derives its power various combinations of Enchant/Masterwork marks, which is tech that isn't in-game yet.

    Crafter Based Set Bonus System (widely varies)
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Description: Allow crafters to pick which set bonuses are on their created gear combos allowing them to devise the bonus via some sort of ench/mw type system.

    Crafter Based Set Bonus Socket Type System
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Description: Allow crafters to pick which set bonuses based upon applying runes, oils etc. to each item to build a set with increasing bonuses based on # of items adorned from that set.


    Loot Based Set Bonus Socket Type System
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Description: Allow crafters to pick which set bonuses based loot items that drop that can be applied to gear. For instance, if a player finds 2 oils of the Falcon, they can oil 2 pieces of gear to get the lowest level set bonus for a Falcon set.
    Based on Crafting Location
    • Names:
    • Bonus Considerations:
    • Suggested Bonuses:
    • Stackable:
    • Description: This would relate to more crafting locations like the Obsidian forge -- set bonuses derived from the station you use to craft it. There are many stations in adventure scenes throughout the game that serve no purpose other than deco, now they could have a purpose.
    • Worries:


    Simple - Elegant - Intriguing
    Ready - Set - Go!​
     
    Last edited: Mar 12, 2020
    Sole, Elrond, Xee and 6 others like this.
  2. Numa

    Numa Avatar

    Messages:
    2,891
    Likes Received:
    5,620
    Trophy Points:
    153
    Gender:
    Male
    Location:
    Breaker's Landing
    Aeryk, Boris Mondragon and Adam Crow like this.
  3. Malimn

    Malimn Avatar

    Messages:
    277
    Likes Received:
    720
    Trophy Points:
    40
    Gender:
    Male
    What about the enchanters and will they not get a benefit or mark in this scenario?? The ONLY thing I would be against a suit made by xyzCrafter and then enchanted by xyzCrafter getting more of a bonus than xyzCrafter and then enchanted by abcCrafter. Reason is when Chris stated that you would only be able to master ONE crafting specializations per character and then changed it at the last minute, I then unlearned all the skills I had on ONE character prior to his change at the end, and then moved them to other characters on my account. I spent and lost a LOT of Crafting XP during the transfer and used a LOT of materials doing this and it would not be fair for me to move them all back to one character. Hell all my skills now in the crafting production trees are 115 or higher and that took a LONG time to get the producer points since there is no magical "Attenuation" points for crafter's.
     
    Lace likes this.
  4. Elrond

    Elrond Avatar

    Messages:
    1,277
    Likes Received:
    4,028
    Trophy Points:
    125
    Gender:
    Male
    Location:
    Crafters Town
    Ill assume that set bonuses activate when at least 2 pieces are worn ... what i havnt figured out is how you determine that ''X'' crafted piece belongs to ''X'' crafted set ...for example 2 different sets made of meteoric ? ... we need a way to '' mark'' an item as belonging to ''X'' set especially if more sets are to be added in the future .... i guess the simplest way would be to just visit a craft table and designate x item as belonging to x set .... the attributes ( bonuses ) will be applied automatically visible ( but greyed out when not active )....but not restricted to the materials used ...so if i want to make an imolator set from meteoric chain or cloth or.... should be a crafters choice. That means a recipe that transforms a simple Meteoric chain chests or cloth chest in an Immolator chest . This way in the future all youll have to do is add the set recipes in the game and well apply them to gear .

    My Kamikaze Sets - Crafted gear only

    Berserker Set (Bronze Chain /Hard Leather )

    Berserker Helm - 50% of int is added as str ( if dex higher stat is added as dex ) , when used STR of earth adds + 5 base dmg , when used Air embrace adds 5% crit chance ( phys attacks)
    Berserker Chest - adds 10 points of base dmg , 20% charged attack dmg
    Berserker Legs - 20% stat bonus ( from ench/mw for the whole set)
    Berserker Gloves - Nullifies negative penalties when using Berserker Stance , 1 point of extra dmg for every 10 str ( if dex higher stat add 1% crit for every 50 dex )
    Berserker Boots - 20% move speed when full health
    Berserker Weapon - 10% extra dmg for every 20% hp lost , target is ignited

    Set Bonus - Gain 5 base dmg for every target killed if its ignited (lasts 5 sec ), 30% more dmg when half HP , 30% increased STR ( if dex higher stat 30% increased dex)

    Immolator set ( Carapacian Cloth/Meteoric Chain )

    - 2 crafted Immolator (fire) wands - ,10 - 20 sec duration for all fire spells ( dots) , decrease creature fire resist by 20%

    - Immolator Chest - + 100% evasion power and duration - every 100 dmg taken increases Immolation Aura radius by 1 ( 5 sec refresh if not hit )
    - Immolator Helm - every 150 dmg taken increase fire dmg dealt by 5% ( 5 sec refresh if not hit )
    - Immolator Gloves - every 200 dmg taken decrease spells cooldown by 1
    - Immolator Legs - 50% health bonus ( from ench/mw for the whole set)
    - Immolator Boots - every 500 dmg taken adds a 5 sec shield that mitigates 50% incoming dmg ( can occur once every 60 sec ) .
    - Crafted necklace + 1 focus regen during combat + 2 % spell crit + crafted ring - 1 % spell crit 2 less focus consumed /cast

    Set Bonus - Every 50 points of dmg taken adds 5 points to fire attunement ( 5 sec refresh if not hit )

    Tank Set

    Knight Set ( Meteoric plate )- so we can have a real tank

    Knight Helm - 50% boost ( power and duration) to valiant warden skill / 100 % taunt power
    Knight Chest - 50% bonus to health effects applied on armor ( from ench/mw for all set), 50% bonus power and 100% duration to defensive skills ( Fortify defence, glancing blow ... )
    Knight Legs - 30% dmg resist for the whole set
    Knight Gloves - receive 20% more healing
    Knight Boots - immunity to slow effects
    Knight Shield (meteoric ) - 20% stun resist / + 20% elemental resists
    Knight 1h weapon - 10% chance to stun

    Set Bonus ( when all equipped ) - Negate 20% dmg taken /deal 30% less damage/Taunt is circle instead of cone and has 50% increased radius .

    ------------------------------------------------------------------------------------
    • Names: Agressive Gauntlet
    • Bonus Considerations: Meteoric Gauntlet + Meteoric Ring
    • Suggested Bonuses: 50% Taunt Power
    • Names: Farmer Set ?
      Bonus Considerations: Per set ( 4 pieces ) for Perennial Coast Farmer Set + Crafted Backpack
      Suggested Bonuses: +1 Radius all farming skills . -1 sec cooldown for all farming skills , 100% encumberance ( when backpack added )
    • Name: Magnate Set
    • Bonus Considerations: 4 pieces , Fancy Merchant Outfit + ancient golden ring Suggested Bonuses: changes your skin colour based on the gold on your wallet , 50k gold ( white) , 100k ( red) , 1 mil ( blue) , 10 mil ( golden)....or changes your name tag colour , in chat or overworld, scenes.
    Crimson Pine weapons are the most underutilised weapons in the craft system because they just give focus , so anyone using them loses tons of damage , so why not use that weakness ..turn it into an advantage ... turning focus int damge , we can create sets for all crimson pine weapons by combining them with chests ( why with the chest otheriwse players would use it with bandit set ..would be too OP )

    Name: Crimson Set ?
    Bonus Considerations: Crimson Pine Longbow + Leather Chest
    Suggested Bonuses: 40% focus added as damage for bow skills ( not rapid fire ) ( the tech is in for the bard already so its douable)

    Staff + Gloves - 10 % Spell Dmg /20 % Cast Speed
    Two Hand Hammer + Cloak - 25% Dmg Resist
    Crafted Wand + off hand Arti - 25 Int/10% Cast speed
    Tool + equipped Harp - 20 % craft time bonus
     
    Last edited: Mar 11, 2020
    SmokerKGB, Sentinel2, Aeryk and 2 others like this.
  5. Elgarion

    Elgarion Dev Emeritus Dev Emeritus

    Messages:
    3,223
    Likes Received:
    9,292
    Trophy Points:
    153
    Gender:
    Male
    Same makers mark is already up there, what's another unique combination of factors to make your set suggestions unique? The current proposal is on the gear users side, not the crafters, where they devise the set based on known factors already present in the gear which is very easy to implement to give quick love to crafters/promotion of crafted gear use. Your idea implies an additional concept of "getting to pick from a list of available set bonuses as a crafter" which could certainly be down the road stuff, but not in this stage. So... I'm pulling from this...
    • Give us another type of makers mark for the enchanter master worker
    • Make crafted item level impact bonus
    • Be able to tag an item for a particular type of set bonus as a crafter, for instance, making a Chest of the Knight, Gauntlets of the Knight etc, Leggings of the Falcon, Boots of the Falcon etc. Where each piece can be tagged to be part of a list of crafter built set bonuses.
    So far all your sets are already using set criteria already added, so how would a Knight's set be different than a Single Maker Mark set? What is it looking for in the set that makes it a Knight's set? What makes a Berserker Set different from a Single Maker Mark set?

    The set is derived by a player choosing a possible combination of gear. So if they want to piece together a Single Maker set, they do so. If they want to piece together a Chaos set they do so. This isn't currently an enchant/masterwork concept (crafter adding/choosing the set bonus). If it becomes so, this is likely to be later down the road stuff.

    The system simply compares what you equipped and determines if a set bonus (from a list of possible ones available, which can be expanded upon) is created. You might even find players accidentally discovering set bonuses when the list becomes robust. Ultimately, its meant to encourage players to utilize more crafted gear, by choosing the gear combo and related bonuses that work best for them.

    I can edit top post soon with clarifications, but also, please continue providing input. You definitely have good ideas here, which I'll collect for other future renditions. I think I'll start a new category above, where I'll list out set bonuses applied by crafters as well, under the down-the-road section.
     
    Last edited: Mar 9, 2020
    Sentinel2 and Boris Mondragon like this.
  6. Elgarion

    Elgarion Dev Emeritus Dev Emeritus

    Messages:
    3,223
    Likes Received:
    9,292
    Trophy Points:
    153
    Gender:
    Male
    That would be a new tech item, so it would relate to a set bonus seeking certain enchanters/masterworkers. It would hinge upon addition of Enchanter Marks, Masterworker Marks. Perhaps last enchanter/masterworker overwrites previous, since keeping a list of 5 names (3/2 for instance) AND a makers mark really beefs up the data per item. I can devise a set bonus from this suggestion, perhaps, but we really don't know how, if, when Enchanter Marks and Masterworker marks will ever be applied to even speculate as a set description, so perhaps better to wait for that tech if it comes. Thoughts? Perhaps focus on the immediate possibilities first.
     
    Aeryk likes this.
  7. eli

    eli Avatar

    Messages:
    683
    Likes Received:
    1,192
    Trophy Points:
    93
    All crafted 100% cloth
    5% faster casting

    All crafted 100% leather
    5% faster base attack rate
     
  8. Elrond

    Elrond Avatar

    Messages:
    1,277
    Likes Received:
    4,028
    Trophy Points:
    125
    Gender:
    Male
    Location:
    Crafters Town
    I misunderstood the concept ... the bulb did light up now .... so basically were talking bout hidden bonuses ...discoverable when character equips different combinations of gear ...
     
    Last edited: Mar 9, 2020
  9. Elgarion

    Elgarion Dev Emeritus Dev Emeritus

    Messages:
    3,223
    Likes Received:
    9,292
    Trophy Points:
    153
    Gender:
    Male
    Funny, I hadn't really thought about hidden until I wrote that. They'd likely become very known and put onto a Wiki, and perhaps show in the tooltip once they're active, but I suspect most people these days would prefer to have a very visible concept of what type of set bonuses are out there. We can probably put in the player guide as we add more. Me? I like hidden stuff... just not vague tooltips once its discovered.
     
  10. Elgarion

    Elgarion Dev Emeritus Dev Emeritus

    Messages:
    3,223
    Likes Received:
    9,292
    Trophy Points:
    153
    Gender:
    Male
    Good ones! I'll let more concepts roll in before editing the main post with the ideas. Keep'em coming guys :)
     
  11. Jezebel Caerndow

    Jezebel Caerndow Avatar

    Messages:
    3,118
    Likes Received:
    7,912
    Trophy Points:
    153
    Hmmmm, just thinking about this makers mark set thing, would this be in addition to the set bonus we already have, or would I be able to get this bonus without being all cloth/leather/chain/plate? The reason I am wondering is because some crafters are just good at one production craft. As soon at it was starting to be talked about having crafting specializations, I started to work on alts. Now say I want to wear all chain except leather gloves, well my blacksmith and tailor are different characters. And if we start to try and do some enchanter and MWer, then this again is done on different characters. This would now force me to try and put that all back on one character again.

    I like the ideas eli has, this would not force me to make big changes again. I will think on this and see what ideas I can come up with.
     
    Last edited: Mar 9, 2020
    Boris Mondragon, ShurTugal and Lace like this.
  12. OzzyOsbourne

    OzzyOsbourne Avatar

    Messages:
    551
    Likes Received:
    629
    Trophy Points:
    63
    insanity
     
    Girlsname likes this.
  13. Scoffer

    Scoffer Avatar

    Messages:
    905
    Likes Received:
    2,651
    Trophy Points:
    93
    I hate the idea of it being tied to the makers mark as it will cause a ton of issues for people. It will lock you into a single crafter, if you need replacement gloves you have to go find the original crafter of the set for a replacement or you need to go make a new full set at extreme cost this is even worse when you want chain chest and cloth gloves as you need a crafter who can make both rather than going to a specialist. Or if you want a different crafter for each piece you have to run around looking for people just to make the stuff. Its also going to make it harder for newer crafters to get into the market because most people will have their preferred crafters for replacement pieces and there will be no room for someone new who are already struggling to compete with people who have been here for years.

    If you take a look at most crafted items (at least for armor) there are 3 areas that are simply crying out for some sort of set bonus. These being materials, Style (Augmented vs Epic for example) and Patterns.

    Looking at each one in turn:
    Materials:
    These already give you stats based on the components so a simple execution would be if 5 pieces are used from the same material you get +25% to those stats. So in the case of a Bronze Chainmail chest piece with hardened leather straps you get +10.2% weapon damage. If you wore a full set of Bronze Chainmail the chest would increase to 12.7%. Since this would only effect the materials and not the masterworks / enchants you wouldn't end up with crazy stats for the finished products. Should be easy enough to implement with minimal new tech. In terms of weapons having 2 of them with the same material would do the same (meteoric longsword gives +6 weapon damage so using two would put both of them to +7.5)

    Style:
    Style at the moment is completely worthless. Anyone who knows anything about crafting will go for which ever style gives them the most stats and then shove a pattern on it. Having it so that if you wear a full epic set of armor gives you +something would be another avenue to go down. You might lose a few stat points from a min max perspective but you will gain the set bonus as a trade off. Gives people more choice rather than just the default "whatever gives me most"

    Patterns:
    This would be a tricky one as it could be perceived as a pay to win but if you applied Heraldry pattern to each piece you got +whatever. These could also be themed (Darkstarr gives + chaos attunement, Elven archer set gives you + arrow recover or whatever). It would open up a lot of possibilities for some really unique set bonuses but could run into the possibility of every tank looking the same (cause the pattern gives the best bonus), every archer looking the same etc.
     
    Rentier, evillego6, StarLord and 3 others like this.
  14. kaeshiva

    kaeshiva Avatar

    Messages:
    3,054
    Likes Received:
    11,752
    Trophy Points:
    153
    Gender:
    Female
    While having a set of gear linked to "same creator" is certainly an interesting option, as Scoffer has said it further encourages the whole "everyone makes everything" and will make it even more difficult to sell gear unless you're providing 'full sets'. I like looking at style as an alternative, ie all epic, all fortified, etc. you'd lose some effectiveness from the material bonus but if the set bonus was good enough to be worth it, its another option (provided that this applies to the STYLE and not the TYPE - ie, augmented chain and augmented cloth could 'set' together),

    An idea I threw in the other thread would be to make 'set consumables' similar to how we currently socket gems.
    This opens up a lot of future opportunities for where such things come from, such as rare dropped loot ones, vendor buyable ones, craftable ones, etc.

    Tech:
    Adding these as an option upon item craft (similar to enchant mw - crafter chooses set bonus from a list they've learned/unlocked/etc.)
    or - adding as a second action (such as gem socketing) to add the bonus item - is another possibility.

    Examples:
    Pick whatever you want to call these things...runes...oils....whatever.
    Have set bonuses work in that if you wear 2 items with that property, you get x bonus, better for 3, 4, up to 5-piece bonuses which are the highest tier.
    This would allow players to say, wear items for the 2-set bonus from 1 set, and a 3-set bonus from another set.

    So Oil of Magical Whatever
    Apply to crafted items only
    If 2 pieces worn +4 combat focus regen
    if 3 pieces worn +5 int
    If 4 pieces worn +10 magic resist
    If 5 pieces worn +10 to all attunement

    Wearing 5 pieces would give all the displayed bonuses in this scenario. These are of course negotiable, just an example.

    Acquisition:
    Learning Method:
    For basic, low power sets, recipes for these can just be sold
    For better stuff, Crafters must learn/develop access to each style by completing crafting related quests/objectives or acquiring recipes from them. IMPORTANT, this needs to be via crafting means, no more 1% rare combat drop crap. These should take a considerable amount of effort to unlock.
    Crafter can then select from learned sets when crafting a piece.

    Consumable Method:
    Vendor sells basic ones,
    Some monster drop ones
    Crafter crafts nicest ones.
    These are then socketed into gear ala gems.

    Hybrid method -
    Requires both the crafter to learn and procure the required consumable.

    Reasoning:
    Set bonuses have great potential to let players have additional customization options, but locking them to 'who crafted it' causes a bunch of problems and discourages collaboration. You'd have people having to level up craft trees they never use just to fulfill the set requirements and the biggest gripe I've seen is people already do this too much. I'd tie it to a slottable or selectable item during the crafting process as described above.

    Benefits:
    LOTS of potential for cash sink, and sink of materials that don't have a lot of uses to craft the 'socketable' items, lots of new market opportunities.
    The set bonus would be permanent so, if wanting to change to another set, it creates a need for a new craft (more consumption)
    Lots of potential for unlocks
    Adding new sets would be simple with this tech as infinite numbers of new consumable set bonus items could be created over time.

    Variants:
    Other games do similar things with set bonuses, such as 'where you craft it' determining the set properties; less viable in Sota since most people craft in personal workshops at their home.

    I'd not like to see set bonuses tied to arbitrary things such as astrology etc. as it will just create a pointless 'waiting sink' that crafting already has enough of...;)
     
    Last edited: Mar 10, 2020
    Sole, Anpu, Rentier and 3 others like this.
  15. Spungwa

    Spungwa Avatar

    Messages:
    607
    Likes Received:
    1,243
    Trophy Points:
    93
    I like the idea of set bonuses, but i would rather the actual bonus be a player choice. I think it fits the ethos of the classless system.

    I may be wearing a fustian cloth set just to tank better and only cast air shield, so a casting speed set bonus would be useless to the build i created.

    So I would suggest have the different ways to get set bonuses then have different craftable items like the sockets, So something like different combinations of gems make different bonuses, then the amount of the set you have multiply up the bonus you chose.

    EG

    I make a certain item and that item gives 1% attack speed (or whatever) and then if you have 5 parts of a set (however you choose to categorise sets) then using that new socket type item I get 5 X 1% attack speed bonus.

    This also gets away from the problem of everyone using the same set as it give the "best" bonus.


    Regards
    Spung
     
    Scoffer likes this.
  16. Lace

    Lace Avatar

    Messages:
    1,567
    Likes Received:
    5,160
    Trophy Points:
    113
    Gender:
    Female
    Location:
    Florida
    I am with Mac, Scoffer and Shimizu et al. Maker's Mark is not the way to go.

    Your vendors can only hold 200 items, most players have multiple shops, and with no easy way to search for the maker, this penalizes crafters with a single row home (you know your new players, and caters to those with large land footprints that can house multiple vendors (the whales).

    While some may argue that new crafters shouldn't expect to do well at first, because of the nonsense of recipes being in loot bags (which is and was a bad move) and the xp grind. This seems a way to cater to a very small population of crafters and while it would be nice to have some kind of new things with gear because of all the artifacts that have ruined parts of the market, I do not feel this is a good decision.

    @kaeshiva /Shimizu has some good ideas
     
  17. Mugly Wumple

    Mugly Wumple Avatar

    Messages:
    1,268
    Likes Received:
    2,424
    Trophy Points:
    113
    Location:
    Space Coast
    As a buyer I don't care who made the item. I care about who sells it and where I can get more. As such, aside from the MW/ENC confusion and the mixed gear problem, a Maker's Mark doesn't serve the buyer nearly as much as a Seller's Mark. Instead, I'd build on Elrond's idea of several buff-giving set names at manufacture - Knight, Berserker, Thief, etc.

    I understand the desire to get something in fast, but I fear that this can undermine or negate longer term plans - like making gathering and refining skill mean something beyond fighting monsters for raw materials.
     
    ShurTugal and Scoffer like this.
  18. Uncle Ben

    Uncle Ben Avatar

    Messages:
    169
    Likes Received:
    376
    Trophy Points:
    18
    imo it is the easiest and less controversial to stick with:

    1) Bonus given to specific type of armor worn (Plate, Cloth, Leather, Chain and etc)
    2) Give Bonus material benefits to player who wear the armor that are made of same material (Carapacian, Bronze and etc.)

    Maker's Bonus or Guild Bonus on the other hand may not appealing to many players. To be honest it doesn't make much sense either.
     
    Last edited: Mar 9, 2020
    OzzyOsbourne, Lace and Minerva like this.
  19. Minerva

    Minerva Avatar

    Messages:
    327
    Likes Received:
    1,405
    Trophy Points:
    43
    Gender:
    Female
    Location:
    Ordinis Mortis
    Makers marks should never be the bases of a set bonus. We want to drive diversity. The idea of CRAFTED (by anyone) being a base has worked. Lets leave it alone. TYPE matching can make sense, but I have also seen some creative uses to customize armor, so type might not be the best route. Maybe having the set bonus change based on the items, so different sets for different situations. Personally adding Gems, Enchants, or Masterworks (or another thing like that) would be a good option. Diversity is important and different armor sets are important, to drive the need for crafted good.
     
    SmokerKGB and Lace like this.
  20. kaeshiva

    kaeshiva Avatar

    Messages:
    3,054
    Likes Received:
    11,752
    Trophy Points:
    153
    Gender:
    Female
    I'm not as keen on the bonuses for wearing all carapacian, all constantan etc.
    Typically, you'd do this anyway. You don't see people mixing metal types, they tend to wear everything that gives the desired material bonuses that they want. So I don't see the point in giving a set bonus for something that people are doing by default.

    There already exists a bonus for wearing all heavy/all light, so I don't see pushing this as adding much.

    I'd rather see the bonus be applied as another layer of customization, with set property being another element to consider when putting together gear. We'd see more things being custom made, and a market would emerge for the set component items as well as for finished pieces. This gives the player/user more control over what they want rather than the current "accept mediocrity" mentality of searching a million vendors trying to find something somewhat okish that is sorta what you want. You find what you want, and customize it further via a system similar to socketing.

    Style choice would be an interesting option, if styles added innate bonuses (although, we'd need to add some more for chainmail as it only has regular and augmented) and could tip the balance toward a "less optimal" material bonus style if the set bonus was good. It would also span armor types, ie, fortified 'style' bonus could apply to fortified chain helmet and fortified cloth gloves, for example. Kinda adds a bit of variety there instead of just trying to shoehorn everyone into 'all cloth' 'all chain' 'all leather' - we'd lose a lot of diversity.
     
    SmokerKGB, Minerva and Adam Crow like this.
Thread Status:
Not open for further replies.