Master Crafting

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

Re: Master Crafting

Postby synaris » Thu Mar 29, 2018 1:00 pm

Potjeh wrote:
jorb wrote:I agree that it'd be nice if there were incentives to keep raising your stats, at least.

No, it wouldn't. W3 jewellery was bullshit.


you're gonna have to go into detail with that one. not everyone played back in world 3.
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Re: Master Crafting

Postby Potjeh » Thu Mar 29, 2018 1:08 pm

There was basically two characters crafting all the jewellery in the world and consequently eating all the cavebulbs in the world. And of course, those were on heavily shared accounts. Do we really want to make account sharing mandatory?
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Re: Master Crafting

Postby synaris » Thu Mar 29, 2018 1:13 pm

Potjeh wrote:There was basically two characters crafting all the jewellery in the world and consequently eating all the cavebulbs in the world. And of course, those were on heavily shared accounts. Do we really want to make account sharing mandatory?


no i dont want account sharing mandatory. but theres plenty of ways to balance things. like having mastercrafted items degrade to normal items after so much use, or giving them a large cost to craft them compared to normal items, or a regular maintanence cost. like needing to sharpen a mastercrafted sword now and then.
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Re: Master Crafting

Postby Potjeh » Thu Mar 29, 2018 1:19 pm

Both of those sound like you'd still need the supercrafter character. Look, I think it's cool to have master crafter credos, but having it give a stat proportionate bonus is bad. Give flat quality bonus for the credo regardless of stats, or even better unlock special crafting recipes or skins with the credo.
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Re: Master Crafting

Postby jorb » Thu Mar 29, 2018 1:36 pm

I agree that it's more than a bit retarded when only the best character can touch anything.
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Re: Master Crafting

Postby svino » Thu Mar 29, 2018 2:30 pm

but what about the current anvils at the moment? what's the difference? making more different paths to focus on makes it harder to be 1 guy crafting everything, but right now it is just 1 guy from each faction crafting all metal stuff.
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Re: Master Crafting

Postby DDDsDD999 » Thu Mar 29, 2018 3:16 pm

svino wrote:but what about the current anvils at the moment? what's the difference? making more different paths to focus on makes it harder to be 1 guy crafting everything, but right now it is just 1 guy from each faction crafting all metal stuff.

At least you don't have to account share and treat characters as industry tools, with some autistic alt network sperg. At least newer players can buy anvils, buying characters is a-whole-nother beast that jorb should try to avoid.
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Re: Master Crafting

Postby svino » Thu Mar 29, 2018 3:50 pm

DDDsDD999 wrote:At least you don't have to account share and treat characters as industry tools, with some autistic alt network sperg. At least newer players can buy anvils, buying characters is a-whole-nother beast that jorb should try to avoid.


Pretty sure a lot of people account share anyway, since theres no point in creating a new character with 1000+ smithing*str softcap with blacksmith credo.
Also yeah, people can buy anvils, but they will still always craft worse stuff than the top factions.

Anvils create the most important stuff in the game, tools, weapons, curios (now slightly less important after charisma rework). And I'd like to add that I enjoy anvils being so important. It keeps mining alive, which keeps the game more alive.
Master crafting would not have to create anything important at all. You could even limit it to only craft amulets that give +survival. I guarantee you there would still be some interest for some mad men to create the highest one.
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Re: Master Crafting

Postby loftar » Thu Mar 29, 2018 4:38 pm

Potjeh wrote:
jorb wrote:I agree that it'd be nice if there were incentives to keep raising your stats, at least.

No, it wouldn't. W3 jewellery was bullshit.

While true, W3 jewelry was also a rather extreme case where the produced items got quality directly from your stats. I'm sure there may be more humble ways to use stats than that. Particularly, perhaps, if the result isn't necessarily reproducible just by having crafting ingredients, somehow.
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Re: Master Crafting

Postby Forest » Thu Mar 29, 2018 8:04 pm

loftar wrote:
Potjeh wrote:
jorb wrote:I agree that it'd be nice if there were incentives to keep raising your stats, at least.

No, it wouldn't. W3 jewellery was bullshit.

While true, W3 jewelry was also a rather extreme case where the produced items got quality directly from your stats. I'm sure there may be more humble ways to use stats than that. Particularly, perhaps, if the result isn't necessarily reproducible just by having crafting ingredients, somehow.

It might be bonus to base q of product from stats in range from 0 to max sqrt(skills*stats) or like so.
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