Discussion in 'Wishlist Requests' started by Elrond, May 25, 2019.
I remember Richard saying that he wanted to tie the stars into crafting . That would be SUPER!
That sounds cool in theory, but do you really want to wait around for the right time of day to craft something? That sounds horrible to me.
Not for everyday items, but possibly to create super legendary items, or to have special bonus enchants that happen during a specific moon phase.
I can't see why that would be appealing under any circumstances.
If you have to wait around for anything, there will be more people complaining about it compared to the ones who enjoy it. I'm all for additions to help make things more immersive, but not with something like this.
I understand that. People like things quickly. I am talking about content for crafters such as myself. I would welcome a quest line, or research that needed to be done in order to create a legendary crafted item. I am thinking about adding layers of difficulty to crafting these types of objects. Possibly having to solve puzzles or research texts, uncovering lost knowledge, sort of thing. So that every Joe Blow with a crafting table isn't cranking out Legendary items and throwing the balance off. I realize its probably just a pipe dream, but this forum seems the place to discuss such things.
All they need to do to limit high end crafted items from being "cranked out" is make one of the ingredients very hard to acquire. For example mossy handles. Good luck cranking those weapons out...
This thread is suppose to be about Elrond's legendary equipment idea but I feel like we got a bit off base. You should consider starting a thread with all your ideas. Sounds like you have some good ones!
Fair enough. I appreciate your thoughts on this.
As for @Elrond 's idea, I got to say I like it. I'm not really sure how much better the masterworks and enchants should be when you increase in tier, but I also have no clue how that's going to work with artifacts either. I assume it would work in a similar fashion and probably depend on what type of item. I'll leave that to the number crunchers! Certain artifacts will probably scale up faster than other artifacts, and i assume armor and weapons would probably be a little different.
But the overall idea sounds pretty cool to me. I love having something to shoot for that seems nearly impossible to obtain. And it fits good with the gameplay since that is basically how we level up skills.
Will I ever reach level 200 in a skill.. No, not with the way episode 1 xp is set up. But I like that it's technically possible after a couple hundred years
Sounds like a great idea. I know early on the idea was refining > refining > refining. This seems to keep the concept and allowing crafters to build upon better and better things. I also like continuing with the system people will be getting to learn on how to make things better by combining rather then multiple chaotic systems in each direction like nothing was planned out.
I'm not against the idea in principal but just to put this into perspective:
Assuming you can mine 200 copper an hour and get the correct ratio of Tin this is 100 hours of mining and 24 hours of smelting. Not to mention the 120k scrap metal needed.
Personally I think the crafting foundations need looking at before anything like this is considered.
We need crafting specialisation. We need the spawn rate on the mines looking at so you don't spend 10 minutes looking at an empty room.
We do not need to spend 99% of our time farming rare drops (like a few people suggested in this thread) because the amount of material needed at the moment is already stupidly high until something is done to the basics of crafting.
This idea would ultimately change the basics.
You could take 4 non-exceptional bronze plate chests and combine them to make a uncommon with twice the durability. Now instead of having 4 chests you weren't going to bother using, you have another that has more durability than any regular exceptional.
It would give you a ton more attempts to try and make those extremely difficult pieces with the same amount of materials. Along with crafting specialization I think this would be pretty cool.
And we all won't have exactly the same uber pieces of gear for sale, and overloaded vendors.
I can only imagine the blisters I will get to mine 4k plus bronze ingot...the tin alone will take generations to mine. But this is a logical progression to crafting
Not a big fan only because it will result in another time sink for crafters ..and we already have plenty of those ...waiting for a sign from the heavens so you can get something specific on a weapon could result in a long wait and a very unhealthy life schedule .
We do have magic in crafting ..maybe not the way people want it but its there ..for example i consider all proc enchants on weapons to be magical ...like life drain, galvanic blast , banish undead , blistering ray .. so on ... the issue with these currently is they eat more durability then theyre worth when applied and they dont scale their dmg according with crafter level which i think should be fixed.
The important part about what I'm saying is movement. You get gear, then you stay with it until you decide to upgrade or max durability (a terrible mechanic for this) drops too low. Gear needs to be cheaper, but it also needs to be removed from the game at a higher rate so that the economy stays in motion. Max durability is a bad way to do this as currently implemented because it's too slow and there's no player agency (which feels terrible and unfun). Granted, it's never going to be a delight to lose things, but it won't be as frustrating if the player has some control over it. I'd much rather lose something because I made a mistake or played badly than because I've held onto an item for too long.
My blacksmith may only be producer level 54 and a long way from being a top tier crafter, even so, I love the idea Elrond has, I hope this idea finds its way into the game.
I think we are at odds with that, but that's OK. I will point out however, that the wait for weapons of any certain qualities would be much longer for some wares while shorter for others due to planetary alignments. Such an ebb and flow would create a wave in the market in supply vs demand which could be healthy for holding on to certain items during abundance to sell when less craft'able. Such a system would however interfere with some macros of mouse bot crafting desires.
I'm not up to any significant level of crafting, so I do value your opinion over my own on the subject, yet I still cannot keep from feeling that our game needs more unique features to stand out in it's real life gaming market share which it is struggling with and we have a big beautiful sky made for us which has little else to do.
What you've said could also be said about fishing which is governed by our sky.
@Elrond , follow-up question and most important:
What in your opinion causes you to prefer being a master-crafter in Shroud of the Avatar as opposed to other games?
((The following is a shadowed situational report of the abuse the Time Lord's characters must endure in their chosen equipment))
I am a role player which includes style as well as a hindered desire to rise. Most all my many characters use almost exclusively COTO-Shop purchased or Founder weapons and armor.
In a tactical view as a player, I see no real reasons for using upgraded or enhanced weapons until the Avatar reaches a plateau, or level in skills that is using more exp points than are earned. It is only at that point when enhanced or more impressive crafted armaments are allowed to turn that tide to rebuild the exp pool. The only other time such crafted enhanced armaments become necessary for my developing Avatars, is when they have reached their ultimate skill set ceiling in order to further excel in their combat effectiveness. My only exception to, or susceptibility in the purchase of crafted weapons, seems to be currently limited to daggers or knives, which I just have a fetish desire for because they as close as role playing can come, to RP'ing fist or bare handed combat, in look and appearance only.
Which brings me to my last question @Elrond "What's your finest knife or dagger made and how much would you want for a pair so I can begin saving my cash for them?"
Thank you for your time in sharing your views @Elrond , "my respects for your craft!" ~Time Lord~
I usually play as a crafter , i can pvp/pve also, just need a damn good reason to do it ( fighting for a faction would be one )... in eve i had some very well trained scientists ...but i also liked doing faction mission or roam around in 0 sector in my amarr battleship ( Armageddon) with a gang.
I reccomend collecting shards of night , with the new combine artifacts feature those daggers will be awsome , take them to as high level as you can and mail them to me for enchanting and masterwork . If you are looking for something more specific like meteoric or bronze daggers with certain proc on them i reccomend you wait till specialisation..as they will be much easier and cheaper to do ..
*It is almost a law of nature that those of lesser skills should follow the footsteps of those with greater skills, because to come off the trail and loose sight of the master is to enter into the folly of frustration and madness.
"In Elrond We Trust in Master Craftsmanship!"
Thanks Master Elrond! ~Time Lord~
Just a cheap well crafted set of armor does wonders for a low - mid level player. The boosts you gain from just 1 good enchant and 1 good masterwork on each piece can make a huge difference in overall power. More strength, health, focus, defense, etc will save you a ton of downtime recuperating and allow you to kill things much faster.
Strictly using founder/add on store gear with no bonuses is a serious restriction your placing on yourself.
A full set of gear would probably only cost you from 10k - 25k gold and will last for quite a while depending on your combat style.
I highly recommend giving it a shot. I can even give you a set to borrow, so you can test it out for yourself if you'd like.
"Warning, don't read this because it's boring RP talk as it has to do with crafting"
You are correct in every way described without any doubt or question. It's difficult to understand the Time Lord because the "RP Character" must conform to his role's skill restrictions. As the player behind the role, I am a "spiritual player" of our game dedicated to playing the Time Lord character as close to his "Ultima role" as possible, from his role in the early Ultima offline series, through his depiction within the history books of Ultima Online and here as all can see him incorporated into the lore and fable history of our SOTA depicted in stage play and audio performance staring Richard Garriott, Starrlong and the many of our earliest community leaders under the flag of "The New Britannia Theater Troop". Nystal TimeLord the ingame character's stage and audio role was played by @Lord Baldrith , as I declined because the play was written largely about my character and for me to promote myself would do harm to the Time Lord character in his historical sense, because I am not the original and real life Time Lord who inspired Ultima VII. I am only one that has depicted him since. In Ultima VII he was trapped and needed the Avatar's help to defeat the Guardian, his captor (thus the Time Lord if well depicted is a weak character and always in need of help, because his fights are more mystical and spiritual in nature). There is also a player in game named "Hawkwind", who depicts the Time Lord in his more powerful role, which is not my role. He's every bit a great player of the Time Lord, yet the role he plays is from one of the Time Lord's multi-self. In that depiction, he isn't needing help, he becomes the help through his strength.
Then there is his new association with "The Fellowship", which is the oldest guild of all guilds Ultima (The BMC Guild is the second oldest of all guilds). Yet The Fellowship was known as an evil guild who's initial appearance was everything good, which they were all actually rat bastards out for no good. Here in SOTA, The Fellowship was for some unknown reason brought here back from time by the Time Lord, along with an entire host of strange characters from supposed past fiction. Most are very noticeable if and when you may see them and many with seemingly familiar names yet all with their different RP personalities (Tooth Fairy, William Shatner, Batman, Popeye, Hit Girl, The Riddler, GI Joe, Bill Nye, Father Guido Sarducci and many others).
As you may see, this presents a very broad problem or challenge to the crafter, because it's all about the style of each character which must stand out very obvious, or as obvious as any equipment can, because the RP of it is the thing and not necessarily their domination of the battlefield. The sight and script of them is their purposeful power and reason for being in the world. Take the "Tooth Fairy" as an example of such a crafting problem; He's just a cross dressing dentist who has a fetish for taking teeth out using dual-wield Oracle Hammers with a bit of moon magic while sporting the full Ardoris Priestess Outfit all dyed in sparkle white. How that outfit would be an asset in battle is truly a crafting challenge, yet it's all a part of his RP and thus can't easily be changed without effecting the impact of his style of the performance.
RP remains challenging here in our game even though we have emotes which need to be able to be wielded during combat as if casting a magic spell and William Shatner needs something more than what he currently has to pull his character off when encountering others : leather founder armor, Lolo's Founder Crossbow and (seedinvest) Golden Clockwork Armor Helm... He may be able to drop the crossbow and use a Kobold Tesla Rifle later if it comes available, but it's hard to find an alternative to the look of the utility belt that founder leather has when attempting to change it. So as you may see, short of holding a "Dress William Shatner Combat Style Contest", such full fighting outfits which best depict the character are a real challenge when looking for the best... not the best in combat, but the best in photogenic style which may remind the onlooker of it's best appearance for the depiction. Quick change from combat to non-combat is truly not an option when "going the full Shatner", though it does remain an option for a cop-out version.
Within our more modern RP within RPG-MMOs which have grown into using voice chat as the norm, the scripted chat in Old Shakespearean English doesn't hold the character as well as it once did before such audio communication chatter. Listening to that same actor chatter in normal sounding communication on a microphone has broken our RP abilities away from it's Shakespearean beginnings. This is why in today's more modern RP environment, we in RP must rely on our aesthetic qualities to carry the roll as well as what weapons we use and then combine that with short script humor which can help draw others away from the microphone and more deeply into the character.
Today's crafting is extremely important, as you clearly point out. We also need to be able to live and survive along side the other hunting party members we journey with, or we loose the stage we play our RP on.
Thanks for the offer @Adam Crow . Until then as the Tooth Fairy would say, "That's the tooth, nothing but the tooth and I'll knock the plaque out of it if it gets flossy enough around here"...
RP is dead unless we can craft our way out of our current RP dilemma.
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