Suggestion for fixing 3 major issues at once

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weavols
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Suggestion for fixing 3 major issues at once

Post by weavols »

3 problems to address..

1. Item degrading.
2. Inability of crafters to keep up with demand because leveling crafting requires an insane amount of materials that no one can possibly gather alone.
3. The magic glove fiasco.

Fairly simple fix..

1. Add variables to items to store the amount and types of materials used in their construction.
2. Add skills to the crafting trees to 'unmake' items and retrieve those materials, but at the quality of the item they were removed from.

Viola, A good crafter in your group can take that dinged up armor that's 10 quality or so below his level and remake it with little risk to restore the hp. People having to level up close combat aren't so afraid of it cause it isn't gona take an ungodly amount of materials, just some time. New crafters will be able to level up on their own steam by harvesting materials to make an item and remaking it until a failure leaves them with lower quality materials. (this happens about 1 in 4 maybe 1 in 5 if you're making optimum xp stuff for your level, obviously you could skill up at minimal material cost on lower quality it would just take more time). Thus we have more crafters, our gear lasts longer, and foraging becomes less of a horrible bar watching time sink. Empower the players to fix these economic problems and let the devs move on to content.

I am weavols and I approved this message :P
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pandorae
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Re: Suggestion for fixing 3 major issues at once

Post by pandorae »

This might have more potential than any other reccomended fix I have seen on these boards. If only it could get refined and employed.

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p46985
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Re: Suggestion for fixing 3 major issues at once

Post by p46985 »

That would keep crafter very happy indeed. Great idea! :D
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moriant
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Re: Suggestion for fixing 3 major issues at once

Post by moriant »

Sounds like a good idea.

Could have the 'unmake' skills a few quality steps behind the crafting skills. (ex: you get weapon craft 10 at 90 skill, letting you make q100, but you do not gain the ability unmake a q100 weapon until 100 skill or 110 skill, etc)
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kovah
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Re: Suggestion for fixing 3 major issues at once

Post by kovah »

How do you extract the sap that you molded/crafted/fired/shaved/shaped back to its original form?

not trying to be an a$$, just thinking...
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zzeii
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Re: Suggestion for fixing 3 major issues at once

Post by zzeii »

I'd think adding a repair skill to the craft trees would be nice, use up those extra little mats you have in your inventory to repair up armor. Get the same xp rate per mat as you for crafting it, and dependant on the % hp it is decayed, you would be required to have so many of the appropriate mat to repair it. Which in turn would degrade some of its values by a small amount as well as its max hp. Makes perfect sense in my opinion ;)
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loyats
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Re: Suggestion for fixing 3 major issues at once

Post by loyats »

I would agree with tthe adding of the repair skill, although the unmake and make skll, as a crafter myself, would be stupendous, i also think it woul unbalance the leveling ability for crafters. crafting should be difficult so not everyone does it and the rest of us that have the patientce to stick with it have a job. If everyone can level quickly by making/ unmaking items, there would be no market and I think just about everyone would be a crafter.
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pandorae
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Re: Suggestion for fixing 3 major issues at once

Post by pandorae »

kovah wrote:How do you extract the sap that you molded/crafted/fired/shaved/shaped back to its original form?

not trying to be an a$$, just thinking...


Re-mold it.

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kovah
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Re: Suggestion for fixing 3 major issues at once

Post by kovah »

pandorae wrote:Re-mold it.


but, in reality, wouldn't it be less materials than what you started with after you "molded" it to fit in the first place?
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dpkdpk
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Re: Suggestion for fixing 3 major issues at once

Post by dpkdpk »

kovah wrote:but, in reality, wouldn't it be less materials than what you started with after you "molded" it to fit in the first place?


I think it ought to cut down the quality of the ingredients by 10 when you repair a piece of armor, *unless* you include the necessary amounts of quality materials, then it could come out the same quality.
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