Crafting/foraging 'Endgame' suggestion

Come in, pull up a chair, let's discuss all things Ryzom-related.
User avatar
calel
Posts: 612
Joined: Thu Jan 27, 2005 2:58 pm

Re: Crafting/foraging 'Endgame' suggestion

Post by calel »

With HA HQL plans already using 216 materials and the highest-end sets requiring a minimum of 6 to 9 boss kills (and only if they drop a full amount of what you need), I'm not sure I'd be looking forward to needing even more. ;)
Yes, you can craft lower Ql plans to save materials, but the majority of customers will give you that 'funny' look when you even dare mention it.

Being able to add 3 more pieces of regular armour shell/clip, stuffing and lining also means it will have an impact on craft maths and statistics; adding more pieces of armour shell will drop the overall pre-craft stat boost of said part, by each extra piece added their effect will drop consistantly, and because you use more materials the overall average stats drop as well, albeit slightly.

Having room for a 'special material' slot however doesn't sound to bad, much like the Outpost weapon plans I take?
Rather than them increasing the actual stats of the set, give them some special abilities, something not that overpowering. Giving a set of HA a +4 dodge modifier would be like being able to give an axe a -50 adv. dodge mod on top of the max value. :p
But something more in line with what the Outpost materials provide, such as:
- a 5-10% overall magic protection bonus
- a 20% chance of negating the effect of a critical hit on you
- a 10% chance of an action without malus
None of those seem to overpowering, yet give some nice benefits to the owner.

Extra HP bonus, .. that's what Armillo tools are for. But both Armillo and Rubarn are pretty useless to be used on HA due to the sheer amount of materials needed (the same goes for jewels really, with the exception that armillo boosted jewels can be skimmed on in stats), unless you can accept you'll never be able to make shiny sets that compare to boosted weapons and amplifiers. Improving the boost % of these tools for multi-part gear might not be a bad idea.


Actually, something to add:
With jewelers and armorers having been largely overlooked in the whole OP-reward thing imo, I wouldn't mind at all there being some extras and shinies for those. But they don't necessarily need to be only attainable at the end levels, unless we would be talking solely on a new skin.
We know there's going to be a new craftable armor set available once someone gets access to all the quarter plans of the NPC bosses, but it will be a very few who'll get access to it. For the jewelers, there's nada.
Last edited by calel on Tue Apr 03, 2007 2:06 pm, edited 1 time in total.
Kyerna - "Miss World 2525"

Hawker of odds and ends, crafter of bonafide armours.
Leader of the Red Ribbon Army.
"Blood for the blade, dappers for the tribe!"
User avatar
ffxjosh
Posts: 933
Joined: Thu Apr 21, 2005 5:58 pm

Re: Crafting/foraging 'Endgame' suggestion

Post by ffxjosh »

calel wrote:With HA HQL plans already using 216 materials and the highest-end sets requiring a minimum of 6 to 9 boss kills (and only if they drop a full amount of what you need), I'm not sure I'd be looking forward to needing even more. ;)
It wouldnt be a 'neccesity' just an option, like the slots would always be there after doing the mission, but they are not required. therefore you will only need 216 for plans, but if you wanted to add more, then so be it.
calel wrote: Being able to add 3 more pieces of regular armour shell/clip, stuffing and lining also means it will have an impact on craft maths and statistics; adding more pieces of armour shell will drop the overall pre-craft stat boost of said part, by each extra piece added their effect will drop consistantly, and because you use more materials the overall average stats drop as well, albeit slightly.
I have no idea how the pre-craft maths work. i thought it was each mat has stats then that mats stats / peices needed in item = precraft numbers.

Using that i thought having three mnats would increase quality of item. I.E supreme wood +2 to overall precraft number so having 3 would just add. NOT average.

Anyway, the idea was that the materials added to the stats, so it would be possible to always have an increase when adding the last 3 mats.
calel wrote:
Having room for a 'special material' slot however doesn't sound to bad, much like the Outpost weapon plans I take?
Rather than them increasing the actual stats of the set, give them some special abilities, something not that overpowering. Giving a set of HA a +4 dodge modifier would be like being able to give an axe a -50 adv. dodge mod on top of the max value. :p
it was just an example. yeah i know what i suggested was WAY over the top ;)
calel wrote: But something more in line with what the Outpost materials provide, such as:
- a 5-10% overall magic protection bonus
- a 20% chance of negating the effect of a critical hit on you
- a 10% chance of an action without malus
None of those seem to overpowering, yet give some nice benefits to the owner.
seems like a good idea :)

Thanks for the input so far guys 'n Dolls
Tyilin (formally known as Anatti, who was formally known as Tyilin) - Currently Playing Alt.

The First Homin to win the Shield of Presteige

Created theRyzom mooning and the Naughty Spriteh Videos



iwojimmy
Posts: 967
Joined: Sat Oct 16, 2004 10:00 am

Re: Crafting/foraging 'Endgame' suggestion

Post by iwojimmy »

ffxjosh wrote:. also. put thme under nasty mobs. that'll help a bit. not bosses. like under a spawn of great kincher in void for example ;)

[/center]
so when you tried to dig them you are in constant danger of being trampled by hunting parties ? I can see how that would be irritating :p
:D :D :D
User avatar
jared96
Posts: 733
Joined: Sun May 08, 2005 6:38 am

Re: Crafting/foraging 'Endgame' suggestion

Post by jared96 »

blaah wrote:whats up with all this "million billion dappers" costs. does it make skills better somehow if it costs 10000 SP ? i mean, you already earned it by completing the skill tree, why does it cost _again_.
Well cause in the example mentioned, HA master in all skills, if you don't have 300 million dapper despite giving hundreds of millions away, you did something wrong. The game does need something to make dapper worthwhile.

I don't like the fact that the "currency" for well crafted item is "grind mats" turning peeps into dig slaves so I would welcome anything that gives value to dapper.
User avatar
jared96
Posts: 733
Joined: Sun May 08, 2005 6:38 am

Re: Crafting/foraging 'Endgame' suggestion

Post by jared96 »

kyesmith wrote:Its hardly easy to make pvp jewels, the mats needed are so annoying to gather, 5 of this 2 of that ect.
I would LOOOOOOVE to be able to prospect for sources with more than X amount of mats, i'd happily spend my 6,000 dig SP on that, or make it a skill only master all foragers can buy :P
Id settle for "knowledge 4" which would list the number of mats in each node.
Post Reply

Return to “General”