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Random's crazy ideas--toolcrafting

Posted: Sun Apr 10, 2005 12:15 am
by random44
Howdy y'all. I've come up with another idea. This is the idea of crafting one's own tools. Now, before you say "duuuuuu, we've already thought of that," I would like to say some things about the concept.

At the moment, all tools are merchant bought, and cannot be crafted, as you know. For players to be able to create their own tools, a new skill tree would obviously have to be added. Aside from that obstacle, however, the idea would add even more complex diversity to Ryzom.

Here's what I think. All tools (pick, melee weapon crafting, ammo crafting, etc.) Would be bought from the crafter trainer with an appropriate amount of skill points. Nothing would be different about crafting these than other crafted items--they would still require certain materials and such. Unfortunately, this would mean Nevrax would have to impliment new uses for materials. Before you say "Well, a pick could be created from a point and a shaft!" think about this. Take some bark for instance. It can be used for ammo bullet or shaft. These uses have specific statistics for them. If one more use was added to bark, such as tool handle, this would have statistics for it as well.

These material statistics could be standard things like lightness, speed, and durability, and tool specific things like efficiency or control. So, a pick with a high efficiency statistic would be able to pull more material per second, where a pick with high control would decrease the rate of depletion for either the explosion bar or even the material deposit. Or, for a crafting tool with speed and durablility would let the user make items faster, and the tool would last longer. A tool with high efficiency and control would allow the user to make items with less mats, or allow for fewer degrades at the cost of durability and speed.

*note--there would also be medium and high quality patterns for coolness ;)

Lastly, the quality of the tool allowed to use could be tied to will. For instance, a person with a will of 90 would be able to use a q100 tool. The higher quality the tool, the better its stats, just like weapons and armor.

This concludes the submission of this episode of random44's wierd ideas. How do you like it?

Re: Random's crazy ideas--toolcrafting

Posted: Sun Apr 10, 2005 12:43 am
by b00ster1
Would be nice to have "Waving Pick of Durability" or "Living Pick of Gentle Rate" (or Gentle Exctraction) or "Burning Pick of Harmful Speed" or...

Re: Random's crazy ideas--toolcrafting

Posted: Sun Apr 10, 2005 1:45 pm
by schroder
Personally, I would just be happy with the ability to craft tools, and use existing mat stats. Such as Point, Shaft, Grip for Picks, were you would build for durability stats to prevent them wearing out so fast. Not to mention the ability to add Focus boost to crafting tools would help a little when digging or crafting high boost items of other types, fx. Armor, or jewelry.

That said, with the only benefits of crafters crafting tools being added durability, and the ability to add Boosts, would be enough to get the crafting tree in and working. Then at a later date Nevrax could investigate the more complicated bonuses of Rate, Speed, and other perks for various tool roles. Though if they added those bonuses for crafted items, they should also lock down the use of those fancy Rate/Speed tools to a max harvesting Q (where a q150 pick could only harvest up to q150 mats, regardless of your max harvesting skill for extraction). If you want non limited digging, go with the NPC vendor version and you wont suffer with the Q Cap on harvesting and/or the attribute level requirements needed to use the pick of q(XXX).

I have wanted to craft my own tools, or tools for others in Guild, or market ever since I started playing a month ago. If Nevrax starts with the basic version of crafting tools, we could just build durable tools, with boosts to start, then see about adding the other features on the list as game mechanics are coded in to make them work.

Re: Random's crazy ideas--toolcrafting

Posted: Sun Apr 10, 2005 2:07 pm
by vutescu
Well, I'm not that happy about the ideea of crafting own tools. I'd rather want to see at NPC's for sale better tool. At the moment, regardless of level we are harvesting with "refugee pick". 100 HP (durability). q 1.
Would be real nice to see q50, q100 and so on with the coresponding HP increase. I this this is way easyer to imprement than to code a whole new tree.

Re: Random's crazy ideas--toolcrafting

Posted: Sun Apr 10, 2005 3:35 pm
by ozric
I think the devs have already thought of this. If you look at the items that the generic raw mats can make (the raw mats you get with the start packs), some of the items listed are tools ;)