FliP wrote: » Based on what I could read about Artisan Skills, they look fine to me as they are. It may already be in place, but what would be nice to have with high artisan skill levels, is a higher proc rate the higher your artisan skill is. A high artisan skill should not just unlock certain recipes or abilities, but logically thinking, the better you get at something, the more efficient you are. Therefore, a higher gathering level should allow you to sometimes get more items (or more rare items) from gathering. A high crafting level would increase the chance for a rare proc (higher grade, better stats, better quality). Processing would either let you process more items at once (10 by 10 instead of 1 by 1) or yield more products from a certain process (eg. beginner processing: 1 log -> 1 plank, advanced processing: 1 log -> 2~4 planks, master processing: 1 log -> 4~8 planks).
akabear wrote: » New World had some of the best crafting I have experienced in recent times, replicate their approach and I would be more than pleased!XP gained per craft in that profession Bulk crafting Craft result improves with experience Crafting an item returns within a level rather than just a level. Higher your skill, the higher likelihood of a higher result craft Add more base materials, increase your chances of a better craft Add varius unique items into the crafting materials for a chance of a perk with the item Individual part of pieces both dyable and dyes themselves were craftable. Fantastic music/sounds with the craft to give weight to the success and process
Penguinos wrote: » akabear wrote: » New World had some of the best crafting I have experienced in recent times, replicate their approach and I would be more than pleased!XP gained per craft in that profession Bulk crafting Craft result improves with experience Crafting an item returns within a level rather than just a level. Higher your skill, the higher likelihood of a higher result craft Add more base materials, increase your chances of a better craft Add varius unique items into the crafting materials for a chance of a perk with the item Individual part of pieces both dyable and dyes themselves were craftable. Fantastic music/sounds with the craft to give weight to the success and process I COMPLETELY disagree that bulk crafting should be in the game. Bulk crafting somewhat devalues the time investment of creating lower-cost crafts. All crafts should be manual.
Sathrago wrote: » One of the most interesting crafting systems I have encountered is within Mortal Online, where basically you can decide what kind of materials to use and how much to use when crafting almost any item in the game from alchemy to weapons. Both factors changed the stats on the gear, be it durability, damage, healing, duration... whatever effects would happen per material, and if they synergized with the other materials used in the craft. More was also not always better, so finding the perfect amount of materials to use in the crafting was a skill in itself.
maouw wrote: » Wouldn't it make sense to make arrows in, say, bundles of 20?
Sathrago wrote: » maouw wrote: » Wouldn't it make sense to make arrows in, say, bundles of 20? no damnit I want you to craft the shaft, the feathers, the arrow head and the damn twine/glue to bind it all together. EACH. TIME. Also they will require you to purchase vr gloves as you are required to actually craft these items by real hand. If you mess it up your arrow breaks or misses the target.
Penguinos wrote: » Sathrago wrote: » maouw wrote: » Wouldn't it make sense to make arrows in, say, bundles of 20? no damnit I want you to craft the shaft, the feathers, the arrow head and the damn twine/glue to bind it all together. EACH. TIME. Also they will require you to purchase vr gloves as you are required to actually craft these items by real hand. If you mess it up your arrow breaks or misses the target. That would be so fun! It would make a complete merchant economy.
akabear wrote: » Sathrago wrote: » One of the most interesting crafting systems I have encountered is within Mortal Online, where basically you can decide what kind of materials to use and how much to use when crafting almost any item in the game from alchemy to weapons. Both factors changed the stats on the gear, be it durability, damage, healing, duration... whatever effects would happen per material, and if they synergized with the other materials used in the craft. More was also not always better, so finding the perfect amount of materials to use in the crafting was a skill in itself. I would love to see some high/special level crafting recipies have combinations of materials that are unique to the player that could only be obtained through experimentation to bring back that sense of wonder through trying in game, rather than everything set. and unique to the player to avoid players just cheating and looking it p on the net later, rewarding those that explore the game potential