Roo Stercogburn
Resident Freddy
- Joined
- Dec 22, 2003
- Messages
- 4,486
Sitting crafting while much tabbed-outness I started thinking about a few things crafting related.
It would be nice if you could get a Myth that increases chance to get skill-ups, even if only 1% at lesser, 2% at average and 3% at greater. Not going to be an earth shattering change but would be nice to see. At cap skill make the Myth increase chance of higher quality or MP item.
Crafting bonus from Guild merit. Either to chance to make MP or to skillup, which ever is appropriate - skillup chance if not capped, MP increase chance if you are capped in a given craft.
Ability to drop a recipe onto a merchant and have all the mats for that recipe automatically bought and dropped into your backpack. Combine with multibuy and this would bring much happiness. Or perhaps just have the merchant prompt you for the quantity you want to buy after you drop the recipe onto it. To provide further options, allow you to cross off an ingredient on the recipe - for example if you've been salvaging arcanium, no need to purchase that if you have a few hundred in pack already. Simple crossing off/ticking though. If you make it more complicated might as well just select the individual quantities of what you want to buy.
Descriptions of what things do when you make them...before you make them. This would be especially helpful for the likes of spellcrafting and alchemy.
Market explorers in each major city along with their coterie of merchants and teleporters. On clustered servers 1 explorer per clustered server all in a huddle to save all that tedious zoning so you could search each. It would be nice if you could have 1 market explorer to handle it all in one go but I bet there are database problems related to that as potentially items will have the same identifier but be in two separate databases. Easily fixed in data terms but problematic possibly in an existing structure. Regardless, shove market explorers into the cities.
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Just a few thoughts on tweaking the existing crafting system without having to totally rewrite it
Personally I'd like to see a crafting system that was basically a mini game and what you got up to affected the output, allowing for greater variation or combined effects in some cases. For example if you could juggle mats a little you could perhaps get two weaker different effects instead of 1 strong effect in the case of alchemy by varying what you put in.
I can think of lots of ways to make a crafting system really funky and interesting and and entire mini game by itself but its too far down the line for DAoC I'm guessing.
It would be nice if you could get a Myth that increases chance to get skill-ups, even if only 1% at lesser, 2% at average and 3% at greater. Not going to be an earth shattering change but would be nice to see. At cap skill make the Myth increase chance of higher quality or MP item.
Crafting bonus from Guild merit. Either to chance to make MP or to skillup, which ever is appropriate - skillup chance if not capped, MP increase chance if you are capped in a given craft.
Ability to drop a recipe onto a merchant and have all the mats for that recipe automatically bought and dropped into your backpack. Combine with multibuy and this would bring much happiness. Or perhaps just have the merchant prompt you for the quantity you want to buy after you drop the recipe onto it. To provide further options, allow you to cross off an ingredient on the recipe - for example if you've been salvaging arcanium, no need to purchase that if you have a few hundred in pack already. Simple crossing off/ticking though. If you make it more complicated might as well just select the individual quantities of what you want to buy.
Descriptions of what things do when you make them...before you make them. This would be especially helpful for the likes of spellcrafting and alchemy.
Market explorers in each major city along with their coterie of merchants and teleporters. On clustered servers 1 explorer per clustered server all in a huddle to save all that tedious zoning so you could search each. It would be nice if you could have 1 market explorer to handle it all in one go but I bet there are database problems related to that as potentially items will have the same identifier but be in two separate databases. Easily fixed in data terms but problematic possibly in an existing structure. Regardless, shove market explorers into the cities.
---
Just a few thoughts on tweaking the existing crafting system without having to totally rewrite it
Personally I'd like to see a crafting system that was basically a mini game and what you got up to affected the output, allowing for greater variation or combined effects in some cases. For example if you could juggle mats a little you could perhaps get two weaker different effects instead of 1 strong effect in the case of alchemy by varying what you put in.
I can think of lots of ways to make a crafting system really funky and interesting and and entire mini game by itself but its too far down the line for DAoC I'm guessing.