Suggestion for fixing 3 major issues at once
Posted: Sat Oct 30, 2004 9:29 am
3 problems to address..
1. Item degrading.
2. Inability of crafters to keep up with demand because leveling crafting requires an insane amount of materials that no one can possibly gather alone.
3. The magic glove fiasco.
Fairly simple fix..
1. Add variables to items to store the amount and types of materials used in their construction.
2. Add skills to the crafting trees to 'unmake' items and retrieve those materials, but at the quality of the item they were removed from.
Viola, A good crafter in your group can take that dinged up armor that's 10 quality or so below his level and remake it with little risk to restore the hp. People having to level up close combat aren't so afraid of it cause it isn't gona take an ungodly amount of materials, just some time. New crafters will be able to level up on their own steam by harvesting materials to make an item and remaking it until a failure leaves them with lower quality materials. (this happens about 1 in 4 maybe 1 in 5 if you're making optimum xp stuff for your level, obviously you could skill up at minimal material cost on lower quality it would just take more time). Thus we have more crafters, our gear lasts longer, and foraging becomes less of a horrible bar watching time sink. Empower the players to fix these economic problems and let the devs move on to content.
I am weavols and I approved this message
1. Item degrading.
2. Inability of crafters to keep up with demand because leveling crafting requires an insane amount of materials that no one can possibly gather alone.
3. The magic glove fiasco.
Fairly simple fix..
1. Add variables to items to store the amount and types of materials used in their construction.
2. Add skills to the crafting trees to 'unmake' items and retrieve those materials, but at the quality of the item they were removed from.
Viola, A good crafter in your group can take that dinged up armor that's 10 quality or so below his level and remake it with little risk to restore the hp. People having to level up close combat aren't so afraid of it cause it isn't gona take an ungodly amount of materials, just some time. New crafters will be able to level up on their own steam by harvesting materials to make an item and remaking it until a failure leaves them with lower quality materials. (this happens about 1 in 4 maybe 1 in 5 if you're making optimum xp stuff for your level, obviously you could skill up at minimal material cost on lower quality it would just take more time). Thus we have more crafters, our gear lasts longer, and foraging becomes less of a horrible bar watching time sink. Empower the players to fix these economic problems and let the devs move on to content.
I am weavols and I approved this message