Crafting addition Suggestion (S) and other suggestions.
Posted: Fri May 25, 2007 9:14 am
For crafters, a chance of getting a experienced role in the crafting community. And to create uniqueness between each individual crafter:
A crafter is based on skill, not luck on a gambling wheel, instead make it so that every craft they have a 1% chance of "discovering" 1/5th of a special armor craft plan.
This part is tradeable.
When a person then has made "X" amount of armors and earned all 5 different parts of the armor craft plan. (say you craft Heavy Armor Boots, you have a 1% chance of "discovered" 1 1/5th of a SPECIAL LOOKING heavy armor boot craft plan.).
When youve "discovered" all the plans, you can do a rite to aquire the special armor finished plan. Also an idea is to lock these "special armors" to their specific race, a fyros crafter can only find The Fyros Special Armor plans, zorai only zorai, tryker- tryker, matis-matis etc.
Would also give new content and something fun to do while leveling your craft up.
Same with the different weapon crafts, but add to that a chance to discover a small part of a racial land component.
A crafter with that component can craft a weapon that hits for the elemental or affliction magic of that land.
Imagine a fyros heavy axe that hits with a 200 dmg fire bonus. Or have a 15% chance of doing so.
A zorai hit that electrocutes you for 200 dmg.
etc.
- Repair tools and Repair skill.
A crafter can at any time use a repair tool to repair a weapon of the same quality as you can craft.
Each repair has the same chances as a craft, if success you repair it to full HP.
- If degrade you can partly repair it or partly lower the HP.
- If fail, you kill the weapon instantly right there and it can no longer be repaired.
- All repairs have to be done BEFORE it hits 0 hp, at that time it is broken and can not be repaired.
- maybe would halve the max HP of the item after repair. SO a 10/200 Armor would became a 100/100.
Colour Dying kits:
- Give the chance to add colour changes the weapons and armors.
- These kits must be used by a crafter of that same quality of whatever armor it is.
- The kit must be CRAFTED by a crafter of the same item.
- Ingredients for colour kits can harvested of kitins in the kitin lairs, or off the dead bodies of creatures in each lands. HARVESTED, not looted, add a option to harvest the body instead of looting it, here you can spend time extracting the coloured materials in their skins. Their skin, fur, shell etc.
-For colouring I'd like to have it like that:
For basic quality only brown colour and no sap and oil required.
For medium quality, sap is used to determine the colour.
For high quality, oil is used for shining, glowing etc.
-for colours id much rather have special plans (or just change the current ones) that alow the (optional) use of 1 or even 2 dyes in them. these dyes being purchasable from *hawkers only*.
of course, only 1 colour per hawker, + the dyes are racial depending on the *hawkers race* not the land they are in, and come in max Q depending on the region.
would call for exploration and searching out those distant hawkers in the furthest depths of GoC - or even wastlands? =)
would really mean that for that extra special touch, homins would really have to know who, where and when to find certain hawkers for that special suit of uberness.
and lets not make these dye cheap either, say 5mil daps (bearing in mind a full set of armour is gonna cost at least 25mil like this), but also make them "magically" ensure a 100% no risk craft too.
prehaps make em glow abit too.
CUSTOM NAMING OF CRAFTED ITEMS:
- When you craft a item, instead of giving the item a regular name. Let the crafter decide the name of the weapon. This to let crafters make their own galleries and their own brand of weapons. A trademark so to speak.
UNIQUE GUILD ARMORS:
Let guilds do a rite to earn the right to place their emblem on their armors and shields.
Here is a suggestion on how to do it:
- Any member of the guild can get a rite from a mysterious mission giver inside your own guildhall where he gets a serious of quests that has to be done in a group.
- These quests rewards him with a Craft Plan named: Guild Emblem Craft.
- The craft plan is tradeable.
- To use the craft plan you would have to be a Officer or High Officer in your guild. (only a suggestion).
- All craft plans will only work as long as you are in the guild you earned the Emblem Plan for.
- If you leave it will be unusable, but if you rejoin it will work again.
- maybe it could be a stanza gained through a quest that can be added to the Armor vest plan before crafting....
These are all just ideas, please discuss them in a civil manner.
Add your ideas and I will update the main thread as we go.
Your friendly Neighbourhood Highlight.
A crafter is based on skill, not luck on a gambling wheel, instead make it so that every craft they have a 1% chance of "discovering" 1/5th of a special armor craft plan.
This part is tradeable.
When a person then has made "X" amount of armors and earned all 5 different parts of the armor craft plan. (say you craft Heavy Armor Boots, you have a 1% chance of "discovered" 1 1/5th of a SPECIAL LOOKING heavy armor boot craft plan.).
When youve "discovered" all the plans, you can do a rite to aquire the special armor finished plan. Also an idea is to lock these "special armors" to their specific race, a fyros crafter can only find The Fyros Special Armor plans, zorai only zorai, tryker- tryker, matis-matis etc.
Would also give new content and something fun to do while leveling your craft up.
Same with the different weapon crafts, but add to that a chance to discover a small part of a racial land component.
A crafter with that component can craft a weapon that hits for the elemental or affliction magic of that land.
Imagine a fyros heavy axe that hits with a 200 dmg fire bonus. Or have a 15% chance of doing so.
A zorai hit that electrocutes you for 200 dmg.
etc.
- Repair tools and Repair skill.
A crafter can at any time use a repair tool to repair a weapon of the same quality as you can craft.
Each repair has the same chances as a craft, if success you repair it to full HP.
- If degrade you can partly repair it or partly lower the HP.
- If fail, you kill the weapon instantly right there and it can no longer be repaired.
- All repairs have to be done BEFORE it hits 0 hp, at that time it is broken and can not be repaired.
- maybe would halve the max HP of the item after repair. SO a 10/200 Armor would became a 100/100.
Colour Dying kits:
- Give the chance to add colour changes the weapons and armors.
- These kits must be used by a crafter of that same quality of whatever armor it is.
- The kit must be CRAFTED by a crafter of the same item.
- Ingredients for colour kits can harvested of kitins in the kitin lairs, or off the dead bodies of creatures in each lands. HARVESTED, not looted, add a option to harvest the body instead of looting it, here you can spend time extracting the coloured materials in their skins. Their skin, fur, shell etc.
-For colouring I'd like to have it like that:
For basic quality only brown colour and no sap and oil required.
For medium quality, sap is used to determine the colour.
For high quality, oil is used for shining, glowing etc.
-for colours id much rather have special plans (or just change the current ones) that alow the (optional) use of 1 or even 2 dyes in them. these dyes being purchasable from *hawkers only*.
of course, only 1 colour per hawker, + the dyes are racial depending on the *hawkers race* not the land they are in, and come in max Q depending on the region.
would call for exploration and searching out those distant hawkers in the furthest depths of GoC - or even wastlands? =)
would really mean that for that extra special touch, homins would really have to know who, where and when to find certain hawkers for that special suit of uberness.
and lets not make these dye cheap either, say 5mil daps (bearing in mind a full set of armour is gonna cost at least 25mil like this), but also make them "magically" ensure a 100% no risk craft too.
prehaps make em glow abit too.
CUSTOM NAMING OF CRAFTED ITEMS:
- When you craft a item, instead of giving the item a regular name. Let the crafter decide the name of the weapon. This to let crafters make their own galleries and their own brand of weapons. A trademark so to speak.
UNIQUE GUILD ARMORS:
Let guilds do a rite to earn the right to place their emblem on their armors and shields.
Here is a suggestion on how to do it:
- Any member of the guild can get a rite from a mysterious mission giver inside your own guildhall where he gets a serious of quests that has to be done in a group.
- These quests rewards him with a Craft Plan named: Guild Emblem Craft.
- The craft plan is tradeable.
- To use the craft plan you would have to be a Officer or High Officer in your guild. (only a suggestion).
- All craft plans will only work as long as you are in the guild you earned the Emblem Plan for.
- If you leave it will be unusable, but if you rejoin it will work again.
- maybe it could be a stanza gained through a quest that can be added to the Armor vest plan before crafting....
These are all just ideas, please discuss them in a civil manner.
Add your ideas and I will update the main thread as we go.
Your friendly Neighbourhood Highlight.