Discussion: Can/Should Crafting be Made Easier?

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xcomvic
Posts: 607
Joined: Fri Nov 12, 2004 2:51 pm

Re: Discussion: Can/Should Crafting be Made Easier?

Post by xcomvic »

lyrah68 wrote:I have been in groups, just before patch one and watched the WHOLE group start out WELL geared out, and end up naked due to gear destroying.
you guys buy some crappy gear then. very low durability. that is something I check into when I buy stuff. only thing that does wear, i just realized is my PICK... i go through one every other day. but as I dig like a ground hog, it's expected...
In response to the ignorant players out there:

I have more heart than anyone would know :) I will let you in on a little secret... I am doing this for my newborn daughter... no one else... I like that game, but I do not have the time anymore. My first priority is to my daughter. End of story.



starsus
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Joined: Wed Sep 22, 2004 10:26 pm

Re: Discussion: Can/Should Crafting be Made Easier?

Post by starsus »

xcomvic wrote: In anycase NOTHING in my inventory has broken yet since I first started playing over a month ago.
On this note i would like to say the new jewelry degrade is way to fast for crafters to keep up with..

Our guild jewelry crafter was having enough work keeping up with poeple out growing his jewelry now that they ware out in 2-3 days especailly for casters is quit sad..

I suggest tweek or double the hp for the jewelry or make it that only only special attacks from mobs or duels degrade the jewelry....

Just do somthing... basic and supreme ware the same i i have looked.. supreme lasts a little longer but not much longer probably about an half a day longer..

Our crafter has vanished for a few days to stop being buged for jewlery..
josephm
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by josephm »

Ever notice how crafting takes up almost NO focus? What if they reduced xp to level and made crafting sap large amounts of focus so that you had to regenerate your focus? This means people would be crafting out in the field, It'd be something to do during sap/hp downtime. It'd also mean more items got sold out in the field rather than in towns. This would also encourage us to use our packers for what they are, mobile inventory. Currently many of us use them as an apartment. If this is gonig to be the case, Why not allow us 3 apartments and one packer? at 136 harvest I'm also using focus heal 3. I only use 8+ when I die. I'm happy with the way harvest focus works atm, but high focus heals are relatively useless.

This change is then split into two options:
A. Xp to level is reduced only to be equivalent to the amount of time the stamina takes to regen. Everything else stays the same.
B. Harvesting pulls a much lower amount of materials, lets say 1/3rd. Xp to level is heavily adjusted to incorporate stamina AND material harvesting changes. Also cut down on mob material spawns by 1/3. Kitin load 3 items and yubo load 1-2 items every two or so kills. It sounds like a large decrease, but remember that the materials required to level are decreased by an equal amount.

I prefer B because it drives prices up on all equipment. Even basic armor will finally mean more than store armor and sell for more, as it should. Further limits excellent and supreme crafted items. Packers will not have to be changed because thier space for materials is effectively tripled...But items still take up good bulk to prevent stockpiling. (right now I use 1 packer for items 2 for mats.)

My suggestion isn't meant to change the amount of time it takes to level crafting. If anything I think it should be balanced so it stays the exact same. My method is proposed to remove a lot of the 'grind' and 'boredom' and annoying 'point click point click' of the crafting experience. I think it will also solve a lot of the packer complaints in a balanced way.

Crafting in this game has been introduced in this game as an absolute nessecity. Yet it's hard as hell to do because it's simply A. Boring, B. Requires boring harvesting C. Boring...did I mention boring?

If crafting were made an integral part of what we do while out in the field, you'd see a lot more usage out of packers, p2p trade, basic and fine materials.

Edit:
One thing I forgot to mention is that I've noticed 80% of my 'junk' comes from the grind. It comes from suits of armor that are totally fine and as perfect as my skill and materials will allow...and they're junk because they won't be used by another player. The other 20% are degrades. To me this is totally Inexplicably worthless. Having 19 sets of perfectly useable armor that are worthless in the eyes of the crafter delude any sense of purpose in crafting. In essence, it deludes content because there is no 'achievement' attained other than a new stanza every 5 hours of harvest/crafting.

the system should make it so that 80-90% of your 'junk' are the degrades. The % chance for success should be the same, but with less xp tnl and a much lower output of items, there will be less 'crap' in the markets, for us to deal with, etc.
Last edited by josephm on Mon Jan 03, 2005 10:24 pm, edited 1 time in total.
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roninpvp
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by roninpvp »

xcomvic wrote:you guys buy some crappy gear then. very low durability. that is something I check into when I buy stuff. only thing that does wear, i just realized is my PICK... i go through one every other day. but as I dig like a ground hog, it's expected...

You obviously didnt notice they stated before patch 1. Prior to patch one I would just fight naked cause my armour was wearing out so fast. I also had to carry backup weapons/amps cause they would wear out in a day of fighting.

I do not buy crappy gear. I'm actually a very experienced crafter. The problem was decay rates were ridiculous during that time. In the future maybe you should think before assuming people were "crappy" gear. I also think my jewlry wears out in 2-3 hunting outings for me currently and no its not "crappy" gear.
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roninpvp
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by roninpvp »

josephm wrote:Ever notice how crafting takes up almost NO focus?
I depends on the amount of boost you put on the item. I actually chew through my focus several times making gear. And yes I have a good amount of focus 3300+ iirc.
josephm
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by josephm »

True, but if you're crafting on a grind binge, you get the same xp whether or not you have focus on. You have to admit crafting a piece of armor would be rather taxing on your energy no matter what. I mean do you really sell all your stated gear? If not and you're waiting for regen to sell to NPC aren't you just wasting time? that sounds like a personal problem :)
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tetra
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by tetra »

josephm wrote:True, but if you're crafting on a grind binge, you get the same xp whether or not you have focus on. You have to admit crafting a piece of armor would be rather taxing on your energy no matter what. I mean do you really sell all your stated gear? If not and you're waiting for regen to sell to NPC aren't you just wasting time? that sounds like a personal problem :)
I have completely used probably 90% of the items I've crafted up to 92 2handed ranged crafting... it's amazingly sad
Last edited by tetra on Mon Jan 03, 2005 11:48 pm, edited 1 time in total.
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tinpony
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by tinpony »

josephm wrote:Ever notice how crafting takes up almost NO focus?

Crafting in this game has been introduced in this game as an absolute nessecity. Yet it's hard as hell to do because it's simply A. Boring, B. Requires boring harvesting C. Boring...did I mention boring?


My focus is at about 1350. I use 140 focus per item. Every attempt to craft, even if it is a failure, uses the full 140 focus. I frequently run out of focus while crafting. I use the repop and then go vendor stuff while waiting for it to regen.

I don't craft in the field right now because it is too dangerous to take a packer out, I can't spare the bulk to bring mats to the field, and I rarely forage generic mats in field. Usually I'll forage reluctantly, and if I do, it's for something very specific that I'm missing. I'll go for fiber *or* resin *or* oil, not all.

I'd never support going back to the old pulls for harvest. Less is definitely not more, in my opinion.

There are issues for me beyond simply levelling. There's also supplying the folks in Atys. For light armour that I put on the market, and I can put out 15 suits a night and not one of them will last longer than 3 days. The rare piece of extra goods lasts a week, and some lower q stuff vendors off, but I can sell as much armour as I produce. Currently, demand far exceeds supply.

As an experiment, I put q120 light armour on the market for 150K a set. About 50K more than I usually sell for (and about 50K less than the cheapest set on the FYros market at the time). It sold in under 2 days, every piece. Making money is not a problem for a crafter, especially a harvester crafter. If I stopped buying vendored mats and work strictly from BG's harvested mats, we'd be rolling in money.

Money I currently have no use for.

Frankly, crafting bores me now. I am growing to loathe the idea of logging in to scrounge hundreds of mats to advance...what... one level? Two? There's so little reward in terms of any feeling of accompliment for me. I can burn through amp-craft. It's not quick, but if I go on a dedicated binge and BG is online to feed the machine, I can make 7 levels a night easily. Armour? <sigh> I'm bored.

I could get it back by crafting strictly heavy vests until I levelled 150. Buy the high q patterns and corner the market selling high q light armour, taking my 18 fails out of 20 (9 out of ten for people who will want to correct my math) in stride, gathering thousands of mats and spending hour after the hour watching my focus tick away, selling failure after failure to the stableboy.

Oh boy. Fun.

Tin.
josephm
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by josephm »

You're right. Forget my comment. I actually had the whole thing worked out for you guys, but I'll let you wallow and complain (as long as the people who read this keep the knowledge to themselves) while my guild excels in crafting. You can send your donations to Infinity any time. Thank you.
Last edited by josephm on Tue Jan 04, 2005 2:58 am, edited 1 time in total.
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tinpony
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Re: Discussion: Can/Should Crafting be Made Easier?

Post by tinpony »

josephm wrote:You're right. Forget my comment. I actually had the whole thing worked out for you guys, but I'll let you wallow and complain (as long as the people who read this keep the knowledge to themselves) while my guild excels in crafting. You can send your donations to Infinity any time. Thank you.

You're absolutely right. Send my regards to Brith and Always. I remember when we were lowly n00bs camping Rakya. I've been crafting for Brith since about three weeks into the game.

But you're right, and your comments convinced me that instead of wasting your time whining, I should just move on. I've cancelled my subscription, and you're free to organise your world as you see fit. :)

Have a great day. Ryzom is truly a fantastic game, no sarcasm at all. I hope you keep on enjoying it.

Tin.
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