Master Crafting

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Master Crafting

Postby svino » Fri Mar 23, 2018 7:52 pm

I was thinking about how to add new reasons to get super high stats for crafters. - Right now, only warriors pursue stats above 1000.

So a small cool thing i would like to see would be something we could call master crafting, maybe it requires like an artisan credo or something to unlock the feature.

Basically, it would allow you to create a small selection of items at very high qualities, where; the higher stats you have, the higher quality item you could make.

So:
lets say Nisse wants to master craft an item called x-necklace. it is dependant on the quality of the materials, and his psy, willpower and lore.
the quality of his materials are 300, and he has 1000 psy willpower and lore.
so the final item would be the average of his materials, and his stats: (300+1000)/2 = q650 or maybe it could be the mean square: sqrt(300*1000) = q547

of course we should be careful about adding master crafted items for every slot, or master crafted tools, because they can devalue all the quality grind heavily. But it would be fun to see and buy master crafted items at crazy qualities made by autists artisans.
Last edited by svino on Tue Mar 27, 2018 11:27 pm, edited 2 times in total.
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Re: Master Crafting

Postby » Fri Mar 23, 2018 8:17 pm

Maybe it could be an expensive hearth magic like gilding song, to make it harder to use too often?
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Re: Master Crafting

Postby overtyped » Fri Mar 23, 2018 8:38 pm

svino wrote:I was thinking about how to add new reasons to get super high stats for crafters. - Right now, only warriors pursue stats above 1000.

So a small cool thing i would like to see would be something we could call master crafting, maybe it requires like an artisan credo or something to unlock the feature.

Basically, it would allow you to create a small selection of items at very high qualities, where; the higher stats you have, the higher quality item you could make.

So:
lets say Nisse wants to master craft an item called x-necklace. it is dependant on the quality of the materials, and his psy, willpower and lore.
the quality of his materials are 300, and he has 1000 psy willpower and lore.
so the final item would be the average of his materials, and his stats: (300+1000)/2 = 650

of course we should be careful about adding master crafted items for every slot, or master crafted tools, because they can devalue all the quality grind heavily. But it would be fun to see and buy master crafted items at crazy qualities made by autists artisans.

I'm afraid your idea is more supportive of botting than anything.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Master Crafting

Postby DDDsDD999 » Sat Mar 24, 2018 7:02 am

stats => quality doesn't work.
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Re: Master Crafting

Postby svino » Sat Mar 24, 2018 9:41 am

overtyped wrote:I'm afraid your idea is more supportive of botting than anything.


as opposed to what in this game? making more reasons to get high stats does not directly encourage botting, but the current bonfire mechanics might.

DDDsDD999 wrote:stats => quality doesn't work.

why? as long as it doesn't ruin all other industries. I.E limit the types of master crafted items you can craft.
Even just adding something like master crafted boots would still be interesting. People autists like to compete for high numbers.
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Re: Master Crafting

Postby Infinity-Production » Sat Mar 24, 2018 12:59 pm

I do like these ideas.

There is still a fine line of how it can instantly be abused.
Tools would be a big no, sins they have a heavy impact on basically everything.
So i would say this would work for a finished crafted item or a category of equipment.
Like armors, robes, capes,pants, shirts,boots and shoes, hats, helmets.
So you could be a master craftsman in only 1 of these category.

I can actually imagine it like this.
There will be
Apprentice, Journeyman, Expert and Master, each will increase the maximum q bonus from stats.
then to increase these you have to craft a sertan amount of specific items and, do quest for quest givers and acquire materials,
maybe put in a quest to wear a specific item for x amount of time as well.
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Re: Master Crafting

Postby Finigini » Sun Mar 25, 2018 3:36 am

Infinity-Production wrote:Apprentice, Journeyman, Expert and Master


We Albion and Hearth
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Re: Master Crafting

Postby overtyped » Sun Mar 25, 2018 4:44 am

svino wrote:
overtyped wrote:I'm afraid your idea is more supportive of botting than anything.


as opposed to what in this game? making more reasons to get high stats does not directly encourage botting, but the current bonfire mechanics might.

viewtopic.php?f=48&t=60698
I know it's a problem already ^^
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Master Crafting

Postby synaris » Sun Mar 25, 2018 8:07 am

make credos associated with it. one for each type of mastercrafting. sewing smithing cooking ect. and give it an exp cost. say, 5k exp for a mastercrafted robe, 10 exp per mastercrafted food. ect.

i despise botting so yeah, there needs to be an exp cost at the very least so botting doesnt help all that much. i dont think its possible to add something that botting can't make easier, but we can reduce the appeal.
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
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Re: Master Crafting

Postby blank » Sun Mar 25, 2018 8:37 pm

+1
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