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Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 11:34 am
by ffxjosh
[sorry if this has come up before i cant seem to find it if it has]
So my suggestion is; once you master somthing (I.E all trees in on area (like all HA trees)) you collect a mission to then 'add' to your item.
Example:
I finish my HA craft, so i go to the forage in pyr to chat to an npc. he's like "congrats on being amazing, ill wil show u new shiz innit" He then sells you a plan (for 10million dapper and 500SP). This plan allows for 3 slots of an 'extra' item. call it, if you will 'refining' the plan is for your specific master, not other skills.
The 'refining' process takes 'normal' mats (I.E wood for HA) and can add to the stats. OR takes 'special' mats*
*Special mats are rare (as rare as KL. but found all over atys+++ instead of 20 mats in Pr per season, theres 20 mats in the WHOLE of atys per season.) but they can increase a specific stat. I.E +4 dodge, or +100HP for each peice they are used. special mats come in all Q from 50-250. in all regions.
So you can craft a HQ HA vest using 15 wood instead of 12 (if you chose) or you can craft a HQ vest that gives +425 HP (plus the +250 it give anyways)
What you think?
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 11:51 am
by dakhound
wanna join my guild?, I'll make you a high officer and give you loads n loads of kittens
nah cool idea mate, the + parry would be nice as it could match the standard npc armours floating about.
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 11:51 am
by blaah
ffxjosh wrote:He then sells you a plan (for 10million dapper and 500SP).
whats up with all this "million billion dappers" costs. does it make skills better somehow if it costs 10000 SP ? i mean, you already earned it by completing the skill tree, why does it cost _again_.
anyway, suggestion sounds good, tho i dont think special mat special location stays special for very long... and maybe special item should be limited to q250 only.
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 12:07 pm
by ffxjosh
blaah wrote:whats up with all this "million billion dappers" costs. does it make skills better somehow if it costs 10000 SP ? i mean, you already earned it by completing the skill tree, why does it cost _again_.
anyway, suggestion sounds good, tho i dont think special mat special location stays special for very long... and maybe special item should be limited to q250 only.
Dapper and SP sink. tbh i totaslly agree with you, but it seems people dont like having too much dapper/sp *shrug*
But it would help limit the amount of people with it. Mobs move every season, why cant mats, sure people would *eventually* learn where they are, but would take loner. also. put thme under nasty mobs. that'll help a bit. not bosses. like under a spawn of great kincher in void for example

Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 12:22 pm
by sidusar
If I understand correctly, this skill will allow you to add additonal material slots into a craft plan, so that you have more freedom to play with the stats?
That sounds like a great idea!
But those specials mats... I'm not so sure about. Everyone will want equipment crafted with those special mats then. So if you can only use them if you have 6 crafting trees mastered, it would make the crafters who have only one tree mastered pretty much useless.
Unless those special mats are very, very, very rare. In that case only the richest few will be able to get equipment crafted with them anyway.
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 12:42 pm
by kazaam31
hide the special mats in the "new kitin lair"

If it ever comes live.
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 12:46 pm
by ffxjosh
sidusar wrote:
So if you can only use them if you have 6 crafting trees mastered, it would make the crafters who have only one tree mastered pretty much useless.
I'm talking about trees in the same group. I.E all HA, all jewls, all 2h weaps all La all 1hand weaps, all shield/buckler etc etc
So if u have one master (I.E vest in HA) it becomes an incentive to get the rest of the trees
Unless those special mats are very, very, very rare. In that case only the richest few will be able to get equipment crafted with them anyway.
ive editied my OP to stress the rarity KL = kittin larve
hope that explains
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 12:54 pm
by kyesmith
Would be a nice idea to have if you master say, anklet jewel craft a plan which can use any land materials in, would help alot in making PvP jewels and also something worth grinding all to 250. Same for all those other craft, HA crafts could have a special look suit ect...
Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 1:35 pm
by blaah
kyesmith wrote:Would be a nice idea to have if you master say, anklet jewel craft a plan which can use any land materials in, would help alot in making PvP jewels and also something worth grinding all to 250. Same for all those other craft, HA crafts could have a special look suit ect...
nooo... dont make it easyer to craft pvp jewels
but that reminds me... i want all land prospect/extraction stanzas. make it cost... ehh.. 5000 SP's

Re: Crafting/foraging 'Endgame' suggestion
Posted: Tue Apr 03, 2007 1:38 pm
by kyesmith
blaah wrote:nooo... dont make it easyer to craft pvp jewels
but that reminds me... i want all land prospect/extraction stanzas. make it cost... ehh.. 5000 SP's
Its hardly easy to make pvp jewels, the mats needed are so annoying to gather, 5 of this 2 of that ect.
I would LOOOOOOVE to be able to prospect for sources with more than X amount of mats, i'd happily spend my 6,000 dig SP on that, or make it a skill only master all foragers can buy
