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Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 5:39 pm
by lizzykos
My problem is not with the exp taking a long time to get, but with the materials taking so long to gather. It makes it hard to meet the demand of all the combat characters. I rolled up a harvester/crafter specifically because I have a hard time finding anyone to craft a set of armor, let alone two (one for my b/f too).
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 5:50 pm
by shrike
Another change which could help here would to to balance the mob drops.
Currently aggro/kitin mobs, which provide 50% of the different mob dropped mats, drop like 4 times more per kill than herbivore mobs. But since crafters need mobs from BOTH types herbivore mats are very scarce.
If all mats drop about the same amount of mats (aggro/kitin less than now, herbivore more) crafters should have a decent supply of trainingmats from fighters once the shopsystem is introduced.
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 5:51 pm
by larsa
gralen wrote:... You've hit the nail on the head, 9,000 mats for ONE crafter to gain 30 levels on just one branch (120 to 150). ...
Well, I don't know why your guild mate needs so many materials for a level. Granted, I'm a much lower crafter (making qual. 40 items) and need about 100 to 160 materials per level making magician staffs (20 materials needed for a staff).
Are you sure the calculation is correct? Does your guildmate craft level adequate items or does he level with materials far lower than what he could do?
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 5:56 pm
by babaloui
larsa wrote:Well, I don't know why your guild mate needs so many materials for a level. Granted, I'm a much lower crafter (making qual. 40 items) and need about 100 to 160 materials per level making magician staffs (20 materials needed for a staff).
Are you sure the calculation is correct? Does your guildmate craft level adequate items or does he level with materials far lower than what he could do?
The material demand increases as you get top higher level pieces. There are different qualities of pieced (i.e. mod heavy armor)
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 5:57 pm
by shrike
*sigh* Why do low-lvl people always doubt reports of high-lvl people with a reference to their (low-lvl) experience? Not saying that low-lvl people are worse players - they simply have less time to waste - but high-lvl people HAVE more experience. So, if someone states something, accept it for gods sake, unless you have some own experiences of that lvl.
In this case what you do not know is that the exp needed for a lvl rises quite considerably at higher lvls. So you need to make at lvl 150 a lot more max qual items to gain a lvl as 50-100 lvls before.
Edit: And, as said above, the crafting trees split later. 1 For each weapon, armor piece, jewel....
While you can, for example, still make q150 helmets if you have heavy vest at lvl 140 and helmet at lvl 101 you will have a very low sucess chance with helmets (like 2-3%), so you will have to lvl all trees longterm.
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 6:31 pm
by larsa
shrike wrote:*sigh* Why do low-lvl people always doubt reports of high-lvl people with a reference to their (low-lvl) experience? Not saying that low-lvl people are worse players - they simply have less time to waste - but high-lvl people HAVE more experience. So, if someone states something, accept it for gods sake, unless you have some own experiences of that lvl. ...
Well, my apologies for asking. I'll try not to bother the experienced high level players any further.
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 6:38 pm
by ctusk
To shed a little light into the formula questions since some have been wondering:
At level 120 in crafting it takes on the average about 15 combines of q130 weapons for one level, the occasional failure included. Each combine is 20 mats ( 8 6 6 ), that makes it 300 mats per level, 3000 per 10 levels so for the 30 levels from 120 to 150 it will be about 9000 mats if it stays at about 15 combines per level all the way.
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 6:50 pm
by seedyman
shrike wrote:*sigh* Why do low-lvl people always doubt reports of high-lvl people with a reference to their (low-lvl) experience? Not saying that low-lvl people are worse players - they simply have less time to waste - but high-lvl people HAVE more experience. So, if someone states something, accept it for gods sake, unless you have some own experiences of that lvl.
In this case what you do not know is that the exp needed for a lvl rises quite considerably at higher lvls. So you need to make at lvl 150 a lot more max qual items to gain a lvl as 50-100 lvls before.
Edit: And, as said above, the crafting trees split later. 1 For each weapon, armor piece, jewel....
While you can, for example, still make q150 helmets if you have heavy vest at lvl 140 and helmet at lvl 101 you will have a very low sucess chance with helmets (like 2-3%), so you will have to lvl all trees longterm.
Mainly 'cause there are so many liars out there, it's hard to know who to believe. You don't help your position by attacking people who, reasonably or not, question you. As we all know, the dishonest person will distract and attack rather than answer a question they don't know the answer to, or have an explanation for, not to imply that's the case here.
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 10:55 pm
by gralen
jesder wrote:So I think that this is an optimistic number.
Of course it's an optimistic number as there's no way to reliably account for failures either in the crafting nor in harvesting.
Some were gloating about how long it would take to level craft...will they still be gloating when they hit level 150 in fight or magic (quite easy to do when compared to crafting) and suddenly realize that there are no magic amps, no melee weapons that are high enough level for them to use with their newly learned skills? It's happening now. "But those are the powerlevelers and it serves them right!" Hah, it's also the "Powercrafters" and "Powerforagers" who are leaving the game because they've realized what the above numbers mean: Those numbers mean that crafters MUST be foragers and that foragers MUST work full time foraging to supply the crafters. Personally, I came to this game for entertainment and not another full time job.
"The worst thing about being a liar is not fearing that others won't believe you but fearing that everyone is lying to you."
Re: Crafting/Harvesting Crisis
Posted: Sat Oct 23, 2004 11:01 pm
by jclifton
gralen wrote:Below is an exchange from our guild forums. One member had suggested that we have two primary crafters on each branch:
Ok from the above statement I take it to mean this is a GUILD crafter you are referring to.
To get ONE primary crafter in each of those branches (one person doing gloves, one for boots and so forth) we're talking 297,000 mats to make the same 120 to 150 skill increase. That's 41.25 man DAYS using Urog's 5 mat per minute calculation.
Ok from the above statement here, It seems to imply that you expect the ONE crafter to go out and do all this work himself so he can make YOU armor.... do you expect your guildmates to all solo their fighting/magic skills to 250? No, its a group (ie GUILD) effort to get everyones skills up and high.
As this guildmate skills up, he will be producing MORE than you can use if you can help augment his daily material intake, which means a LOT of stuff going to general public sales. I have a packhorse full of weapons from choice mats I was given to help skill by my GUILD.. that doesnt even count the zillions I have sold to the vendor because I had no room or made them with crappy mats.
The only real skill you can solo up high level and basically have to do it solo is harvesting. And even then harvesting is more fun in a group so you can talk and stuff while you are digging in the dirt. You CAN solo up the other skills, but, as many of you know who are fighters/magic, grouping makes the xp go quicker and less downtime, same with crafting...