Interesting proposition.
Like you said, would give incentive to continue leveling stats for crafters.
+1
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KaiserW
- Posts: 11
- Joined: Thu Jan 20, 2011 11:14 pm
- Location: Eastern US
Re: Master Crafting
"Deyr fé, deyja frændr, deyr sjálfr et sama"
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Honoka
- Posts: 84
- Joined: Tue Aug 31, 2010 5:55 pm
Re: Master Crafting
Skills should not softcap items. Even from crap skilled craftsman should be able to do something. +1 for the idea. I would add this to every item, but with not linear formula that would strongly lower the final quality, when there is a big difference betwen materials Q and skill.
For example:
x-quality of product with actual system
y-skill level
product quality then= cube root of (x*x*y)
in practice- 600 skill, materials 30= item Q of 81
while with 500q materials the final product is goin to be 531Q
For example:
x-quality of product with actual system
y-skill level
product quality then= cube root of (x*x*y)
in practice- 600 skill, materials 30= item Q of 81
while with 500q materials the final product is goin to be 531Q
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svino
- Posts: 299
- Joined: Mon Jun 06, 2011 4:09 am
Re: Master Crafting
Honoka wrote:Skills should not softcap items. Even from crap skilled craftsman should be able to do something. +1 for the idea. I would add this to every item, but with not linear formula that would strongly lower the final quality, when there is a big difference betwen materials Q and skill.
For example:
x-quality of product with actual system
y-skill level
product quality then= cube root of (x*x*y)
in practice- 600 skill, materials 30= item Q of 81
while with 500q materials the final product is goin to be 531Q
it's gonna totally ruin the balance if you add it to every item. Imagine a whole faction putting in effort to create high quality tools in the start, all feeding 1 character so he could make high quality axes/saws/pickaxes etc..
Better just have a few items that cant ruin the game which can reach extreme qualities. Maybe a root mean square is better than a sum average though. Probably up to loftar and jorb. Either way could be balanced through the stats on the respective items.
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Potjeh
- Posts: 11822
- Joined: Fri May 29, 2009 4:03 pm
Re: Master Crafting
Nobody remembers world 3 jewellery? Fuck no to this idea. It makes it so only one or two characters on the server craft everything, because having somebody with slightly lower stats craft it is a waste.
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stya
- Posts: 1036
- Joined: Wed May 21, 2014 3:13 pm
Re: Master Crafting
-1 sounds like a bad idea
Exp also is stupid, the gap between top factions and "regular" players in terms of exp is just insane.
Exp also is stupid, the gap between top factions and "regular" players in terms of exp is just insane.

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svino
- Posts: 299
- Joined: Mon Jun 06, 2011 4:09 am
Re: Master Crafting
Potjeh wrote:Nobody remembers world 3 jewellery? Fuck no to this idea. It makes it so only one or two characters on the server craft everything, because having somebody with slightly lower stats craft it is a waste.
it's already like that with all metal items at the moment though? the guys with the biggest anvils crafts and sell 95% of tools/armors being sold on CF at the moment.
Also if you add a few different master craft recipes with different stat/skill requirements, it might not be exactly the same guy crafting all the items.
stya wrote:-1 sounds like a bad idea
Exp also is stupid, the gap between top factions and "regular" players in terms of exp is just insane.
why is it a bad idea? Also yes, exp alone is probably a bad idea since factions have pretty much unlimited. It would be easier to adjust costs by just making them cost a lot of expensive items, such as jotun brilliant gems, or large amounts of gold/silver/silk.
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Master Crafting
[19:37] aceb: I would like to, but idea indeed highly encourage botted alts
[19:37] aceb: unless it is 100% infused with credos and selective
[19:48] aceb: and my argument behind is that a lot of people have alts made just to have village claims over resourcers and stuff
[19:48] aceb: or just keeping up pclaims
[19:48] aceb: Just fill up curios and forget
[19:48] aceb: And have later bilions of LP to spend
stat and skills doesn't matter currently. Credos on the other hand... But still, I would have to be very limited so not for everything.
[19:37] aceb: unless it is 100% infused with credos and selective
[19:48] aceb: and my argument behind is that a lot of people have alts made just to have village claims over resourcers and stuff
[19:48] aceb: or just keeping up pclaims
[19:48] aceb: Just fill up curios and forget
[19:48] aceb: And have later bilions of LP to spend
stat and skills doesn't matter currently. Credos on the other hand... But still, I would have to be very limited so not for everything.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Master Crafting
I agree that it'd be nice if there were incentives to keep raising your stats, at least.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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svino
- Posts: 299
- Joined: Mon Jun 06, 2011 4:09 am
Re: Master Crafting
jorb wrote:I agree that it'd be nice if there were incentives to keep raising your stats, at least.
sounds like you're trying to say "Will consider alternatives"
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Potjeh
- Posts: 11822
- Joined: Fri May 29, 2009 4:03 pm
Re: Master Crafting
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.
