Page 1 of 1
I think I found the flaw...
Posted: Fri Nov 10, 2006 4:09 pm
by wizaerd
Ok, perhaps a bit melodramatic... Not really a flaw, but more of something I'm not quite "getting"... I'm still on the starter island (over anxious to leave it and see new wonderful things...) I'm got my magic to 21, just where it starts branching into Offensive and Defensive Magic. My Fight skills are at 20, soon to also hit 21 and start the branch. I know most people reccommend to not leave the island until their mid 30's, but I'm anxious to see more. Probably to my detriment, but it's all about freedom, right... lol
Anyways, I'll probably work on a few more lvls in magic and fighting before I do actually leave, but my harvesting/foraging and crafting skills are fairly low. At first I disliked harvesting/foraging, but after a while it does kinda grown on you, so I'm not so against it now.
Now my gripe is with crafting. I have to do a newbie crafting mission, but in order to continue I need the HP Boost +1 skill (I think that's the name of it), which costs 40 skill points. I only have 20 available, so I need to increase by 2 lvls before I'm able to learn this skill. That means I have to craft the mundane stuff over and over and over and over and over and over again. Ick... Ok, not too pleasant a prospect, but it's not the real gripe.
I went out starting killing stuff to collect some mats, and started crafting the stuff. But what stuff do I need to actually collect? The patterns available in the crafting don't really give any hints as to what mats I wnat and/or need. In fact, when I am crafting it seems I can choose practically anything I'm carrying to craft this item, and each different thing seems to have some affect on the quality. Not just the quality of the mat I'm sure, but certain attributes may affect durability, may affect strength, etc...
My gripe is how do we know what we should be using? Accentally I just added stuff to a pattern, using the highest quality of stuff I had available, and what came out was by far the highest quality item I had made thus far. Plus it had some additional boosts to it, that weren't intentional, but could be advantageous. SO how do I remember this "build" or "ingrediant list" of stuff to re-produce as I need?
I'm not fond of keeping a pad of paper next to my desk, and writing tons of stuff that I may want to refer back to. If a game is supposed to be immersive, there should be facilities to "remember" things that happen in game. SO is there a way to save a "recipe" for something? Or is all the crafting merely guess work and experimentation, with resutls that are not reproducable?
As I was writing this, I also thought of another question. Last nite, in the chat channels (don't remember which one speficically) people were asking about an item's durability, that eventually it degrades, and that they're not repairable. Is this true? We can't repair items, we must either always craft or buy new ones when the old ones wear out? If so, then items must be re-producable somehow, I can't imagine someone being overly fond of their special weapon, with all the great advantageous stats, willing to give it up just because it couldn't be repaired nor re-produced...
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 4:16 pm
by vguerin
wizaerd wrote:If a game is supposed to be immersive, there should be facilities to "remember" things that happen in game.
I know we are alll different, but I feel a game is less immersive if it does these things for you. These secret recipes are something that you learn by trial and error and they become ingrained... not something you read on an IG menu.
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 4:16 pm
by sehracii
I'm sure you'll get much more detailed respones, but quickly...
Yes, all items wear out and are destroyed with enough use.
No, crafting isn't just random. If you use identical materials twice you'll get an identical item each time.
Crafting isn't pure trial and error either. If you right click a material and look at its info, you will see a general indicator of how it affects things when crafting. Materials have one high value and two low values, so if you know what stats are important on your item look for materials that are high in those values.
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 4:23 pm
by wizaerd
vguerin wrote:I know we are alll different, but I feel a game is less immersive if it does these things for you. These secret recipes are something that you learn by trial and error and they become ingrained... not something you read on an IG menu.
I'm not necessarily looking for an IG Menu for making a super cool sword, but some kind of facility that when I do hit upoin a good mixture, I can save it and then re-call it at will. Doesn't detract from the game because you still have to experiment, you still have to mix and match stuff to come up with the concoction, but then once I've found it, being able to recall it IG is not all that far fetched. As I said, if I have to keep a notepad by the desk in order to do this, then perhaps I won't be crafting anything, because I'm a casual gamer, not hardcore enough to keep (or even to want to keep) page and pages of hand written notes in order to re-produce something...
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 4:41 pm
by acridiel
Well, I just tipe my recipe findings in short form into a text-file. Just a short switch per alt-tab.
I´ve just begann crafting myself and I admit I didn´t do it for the exact reasons you state, but now as i´m slowly getting the hang of it I can see why it´s so much fun to some of us

It´s realy geat to find a new reicpe and then try to twek it just right, and to hunt down the Materials needed, or what I think I need
As to have an Ingame Database, wehn you get into a guild you may use the InGame Forum of your Guild.
So everyone on your guild who´scrafting can contribute
CU and don´t give up, it´s worth it

Acridiel
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 4:59 pm
by sluggo0
I don't think that crafting would at all appeal to me if I DIDN"T have to have a recipie book.
My first craft was heavy armor, then medium armor, and I do a bit of light as well. But, while I did look at what would make high parry armor, I didn't enjoy playing with recipies all that much, I was just grind grind grinding.
It started getting dull quite frankly.
The ability to 'save' a recipie for later use, is similarly dull intellectually to me.
Then, I discovered magic amplifier crafting, wow, that's the best thing in any game I"ve ever played

.
It's far better to have to experiment, make notes of what mats I used, tweak and re-tweak my recipies. When anyone asks me for help or advice, I'm NOT going to give them my recipie book. That robs them of the enjoyment of the experience, and secondly, devalues my efforts to a large degree.
I'm glad that if I'm too hasty to record what I used, there's no 'save' feature. It's what makes crafting enjoyable, as I have no one to blame for that mistake but myself.
But, in all honesty, with some items the recipies are blatantly obvious (Want +parry HA? use mats with maxed or high parry mod -- you may not get MAX this way but you'll get boost to that stat for sure), amps are not so, as the mats that affect the magic stats have no magic stats, but that's a feature not a limitation as I'm sure most of us woudl agree.
Honestly in crafting, it's not even worth worrying about recipies for a good bit of time, when I make armor for a new player it's not worth making 'uber' armor, they'll outgrow it in less than a week even the most casual gamer will have it less than a month, so until you can do higher level (150+ maybe), it's almost not worth bothering with, unless you want to experiment for intellectual reasons.
It's the same reason your toon doesn't have a 'sneak' ability, if YOU don't learn to sneak, your toon dies... some skills in ryzom are for YOU to learn to be good with, and be proud of yourself, it doesn't break my immersion, as I can't distinguish between myself and Minou while in the crafting 'mini-game' anyhow, we share the same brain

.
However, an in-game notebook, might be a cool addition, but I'm pretty sure most crafters would agree that we don't want a 'save this recipie' button in the craft screen

.
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 5:12 pm
by sebron
wizaerd wrote:Ok, perhaps a bit melodramatic... Not really a flaw, but more of something I'm not quite "getting"... I'm still on the starter island (over anxious to leave it and see new wonderful things...) I'm got my magic to 21, just where it starts branching into Offensive and Defensive Magic. My Fight skills are at 20, soon to also hit 21 and start the branch. I know most people reccommend to not leave the island until their mid 30's, but I'm anxious to see more. Probably to my detriment, but it's all about freedom, right... lol
Anyways, I'll probably work on a few more lvls in magic and fighting before I do actually leave, but my harvesting/foraging and crafting skills are fairly low. At first I disliked harvesting/foraging, but after a while it does kinda grown on you, so I'm not so against it now.
Now my gripe is with crafting. I have to do a newbie crafting mission, but in order to continue I need the HP Boost +1 skill (I think that's the name of it), which costs 40 skill points. I only have 20 available, so I need to increase by 2 lvls before I'm able to learn this skill. That means I have to craft the mundane stuff over and over and over and over and over and over again. Ick... Ok, not too pleasant a prospect, but it's not the real gripe.
I went out starting killing stuff to collect some mats, and started crafting the stuff. But what stuff do I need to actually collect? The patterns available in the crafting don't really give any hints as to what mats I wnat and/or need. In fact, when I am crafting it seems I can choose practically anything I'm carrying to craft this item, and each different thing seems to have some affect on the quality. Not just the quality of the mat I'm sure, but certain attributes may affect durability, may affect strength, etc...
My gripe is how do we know what we should be using? Accentally I just added stuff to a pattern, using the highest quality of stuff I had available, and what came out was by far the highest quality item I had made thus far. Plus it had some additional boosts to it, that weren't intentional, but could be advantageous. SO how do I remember this "build" or "ingrediant list" of stuff to re-produce as I need?
I'm not fond of keeping a pad of paper next to my desk, and writing tons of stuff that I may want to refer back to. If a game is supposed to be immersive, there should be facilities to "remember" things that happen in game. SO is there a way to save a "recipe" for something? Or is all the crafting merely guess work and experimentation, with resutls that are not reproducable?
As I was writing this, I also thought of another question. Last nite, in the chat channels (don't remember which one speficically) people were asking about an item's durability, that eventually it degrades, and that they're not repairable. Is this true? We can't repair items, we must either always craft or buy new ones when the old ones wear out? If so, then items must be re-producable somehow, I can't imagine someone being overly fond of their special weapon, with all the great advantageous stats, willing to give it up just because it couldn't be repaired nor re-produced...
I would like to help you out.... first you need to get a few more lvls in melee and magic so you can fight off the gingos on the mainland.

Then you can go to the trainers there for your harvesting and crafting skills... because on the island they do not list all the skills that you need and you might buy a skill you may not want on the island.... skill points are much to valuable to be waisting at the start.
And at first you should keep notes on mats that you use to craft, and make map markins of the things that you dig... like ch. ex. and sup. and also note the weater and the seasone that you dig the better mats.
Don't worry about the durability for the low lvl armor and wepons cause everyone out grows them faster than they can wear them out.
and last thing the mats on the island are of a low grade any how.
and welcome to Ryzom!
Re: I think I found the flaw...
Posted: Fri Nov 10, 2006 6:58 pm
by chessack
Wiz, here's what I did to figure out what I need to make something...
Open up your crafting pattern. The UI will tell you what is required in each box for an item -- e.g., Lining, Stuffing, and so on. Then go to the Raw Mat merchant. That merchant has a filter (lower right corner) for each mat type -- Lining, Stuffing, Grip, etc. Click on the ones that your pattern needs, and you will see the mat types for sale. This will tell you what to look for. ("Aha! Resin makes lining!", and so on.)
Also, IMO, digging makes for a much easier time once you get the hang of it, if you are looking for certain things. Creature drops are pretty random and won't always be the quality/type thing you need. If you know you want Q20 basic resin, you can dig that up exactly, if you find a spot. (Or whatever other mat you want.)
C
Re: I think I found the flaw...
Posted: Sat Nov 11, 2006 12:03 am
by rushin
you can also send yourself an ingame mail, edit and resend as needed. when you are in a guild there are ingame forums so you can keep crafting recipes there if you like.
Re: I think I found the flaw...
Posted: Sat Nov 11, 2006 12:39 am
by iwojimmy
chessack wrote:......
Also, IMO, digging makes for a much easier time once you get the hang of it, if you are looking for certain things. Creature drops are pretty random and won't always be the quality/type thing you need. If you know you want Q20 basic resin, you can dig that up exactly, if you find a spot. (Or whatever other mat you want.)
C
Have to disagree on that.. at least at the beginning. When it takes you 3 minutes to dig up a single piece of armour clip, you could have killed half a dozen ragus in that time. You do need to know what to hunt, and pick your targets as required.
Once you get decent output from your digging, then the balance tips the other way and you drive your crafting by your dig efforts, just using quartered mats as extras.