01-29-2016, 12:42 AM
"[url=http://neus-projects.net/viewtopic.php?p=11946#p11946 Wrote:Rendar » Thu Jan 28, 2016 6:38 pm[/url]"]If that is your concern though, Dev. Can't you simply make crafting things take up stamina? Hell, even simply making it so that you can't craft items if you're at your encumbrance also works.
I thought those were already the case. Odd that they aren't. That would also fix this:
"[url=http://neus-projects.net/viewtopic.php?p=11945#p11945 Wrote:Neus » Thu Jan 28, 2016 6:34 pm[/url]"]I don't know if crafting should be giving comparable EXP to monster hunting considering how much more time consuming the latter is. Not to mention the potential for abuse via very combat oriented characters taking the trait, getting a bunch of easy-to-get mats, and hitting 60 in 20 minutes.
And, as was stated and shown by the tables I made, it would be an 80% EXP return on easy-to-make crafts. If you're going to work as a non-combat character, you should have a means to make non-combat comparable EXP gains. And even still, to get to 60 only making difficulty 1 objects would be 2222 objects, requiring 11,110 ore/wood of the same type, with more advanced crafts requiring more diverse materials to find, which would take time, but give that +5/10/15/etc% EXP gain. With you running out of encumbrance (as you would, if By Trade were only obtainable before level 10) and stamina, it would take possibly longer (or maybe just as long, if you plan right) to reach 60.
As well as not being able to level way up by doing the hardest crafts as possible at the beginning, due to the "every 10 levels gain 1 skill level to disperse" thing that we already have.
"[url=http://neus-projects.net/viewtopic.php?p=11945#p11945 Wrote:Neus » Thu Jan 28, 2016 6:34 pm[/url]"]Mind you, I think the -intent- here is good and I'd like to offer this sort of playstyle, but I'd rather the idea a bit more refined to deal with cases like the above where people are just gaming the system instead of playing with it to enhance their roleplay/etc.
Like the enchant/crafting mules that make up 50% of character slots? I don't see what part is gaming the system, if you'd please clarify, sorry.
"[url=http://neus-projects.net/viewtopic.php?p=11933#p11933 Wrote:Chaos » Thu Jan 28, 2016 2:47 pm[/url]"]2. This runs into a major wall with materials, which are largely confined in Dungeons and the egregious RNG. Unless you expect crafters to cling onto and beg Adventurers just to get off the ground.
"[url=http://neus-projects.net/viewtopic.php?p=11946#p11946 Wrote:Rendar » Thu Jan 28, 2016 6:38 pm[/url]"]Also, "easy to get mats" are still very uh.. hard to find, considering dungeoning is needed in almost every case (or if you're making weapons, you're having to buy ore if you don't wanna go grind for ore).
Keep in mind many craft materials are obtainable via gambling (weird tbh), and I want to link Ranylyn's thread, which I liked the idea of the Chaturanga Marketplace for fruit/veggies, as well as the idea of the pawn shop actually acting as a pawn shop, which smithy's could buy things to breakdown from (or the Scientist based characters).
As well as this thread from nearly a year ago. I AM PREPARED.
"[url=http://neus-projects.net/viewtopic.php?p=11933#p11933 Wrote:Chaos » Thu Jan 28, 2016 2:47 pm[/url]"]1. Some Traits given here are incredibly weak. For Science, for example, has a bonus so small and situational that you could just get a normal person to break things down and you'd see little difference.
Numbers can easily be changed. 50%, LUC based, 100% chance (excluding Raremetal and enchants, of course). If the problems are with the ones currently shown of levels 10 and 20, keep in mind it can go up to 60, and be diversified for unique or generalized craft trades. Smithy->Weapon Smith->Arcane Weapon Smith, etc. If you have any other things other than the science one to point out though, I'd like to hear them all so I can adjust, and that goes for everyone.
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