Finalising crafting system

Moderators: Benn, Calix, senji

Joe
Posts: 588
Joined: Mon Sep 27, 2004 1:26 pm

Re: Finalising crafting system

Post by Joe »

going to agree with trialboy, need PVM loot to give the potential for some alright stuff otherwise people won't even bother to check the items and just loot gold. Maybe make enhancing more powerful for pvm loot? or give pvm loot higher min/max intensities? Not sure if it's possible to distinguish between the two types like that though? While we are spending so much time on getting the crafting right we do need to spend time balancing the PVM side of loot.

The crafting system should not be a replacement to all armour/weps but should just be another option for players, which I think is what we need to aim for

Mercury
[Trial, I-C]
Posts: 1063
Joined: Sat Nov 13, 2004 3:34 pm

Re: Finalising crafting system

Post by Mercury »

totally agreed.

me being an obvious trammy...have you found anything in the scripts relating to luck, and interpreted it? i think Luck ar was a hugely undervalued idea, ie/ i dont believe it ever worked (even when using a 130+/per piece luck suit on my thunter, i never saw good mob loot.

luck + pvm loot needs to tie into your crafting scheme, otherwise you epically devalue pvm as a mere gold/resource farming exercise (which makes it tedious as hell)

Night
fIlThY cUnT
Posts: 651
Joined: Thu Feb 05, 2004 9:56 pm
Location: visiting zole in prison

Re: Finalising crafting system

Post by Night »

Calix wrote:@Night/whoever: On OSI, does the type of Runic you use affect the amount of mods you will get, or does that just affect intensities etc, and the amount of mods is dictated by resource type? I can't remember
http://www.uoguide.com/Runic_Tools

:mrgreen:
Image

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: Finalising crafting system

Post by Calix »

K yeah I agree with all points. Taking me a while to get my head around the issues, totally new to me.

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: Finalising crafting system

Post by Calix »

Thinking on from there; If enhancing is going to be entirely separate from stuff made by crafters - is it best just to stick to enhancing with the normal resources rather than overcomplicating things with gems? Saves a lot of coding and makes the system more familiar to people that played OSI. I'm assuming it needs a bit of a boost though - currently enhancing adds between 6-13 resist points per piece, depending on resource used, as well as a cpl of other mods like luck.

I'm messing with the code now and have the elemental resist bonuses set between 8-20. Does this seem reasonable? It hopefully makes the 'lesser' resources more worthwhile because they are phys resist heavy and hopefully useful, instead of just being shit. Is the gap too big between the bottom level and the top? Have I pushed it a bit far? I know it was rare to find any decent PvM loot(armour especially) so the resists boost seems necessary to me, but you boys know better? This is what I've got in on the test shard atm:

Dull Copper = 10 phys resist = 10
Shadow Iron = 7 phys, 2 fire, 1 energy = 10
Copper = 2 phys resist, 1 fire, 5 poison, 4 energy = 12
Bronze = 3 phys, 8 cold, 2 poison = 13
Golden = 3 phys, 3 fire, 4 cold, 3 energy, 50 luck = 15 + luck
Agapite = 2 phys, 8 fire, 2 cold, 3 poison, 2 energy = 16
Verite = 3 phys, 4 fire, 1 cold, 8 poison, 2 energy = 18
Valorite = 4 phys, 3 cold, 5 poison, 6 energy = 18

Spined = 10 phys, 5 cold, 50 luck = 15 + luck
Horned = phys 5, fire 5, cold 2, poison 6, energy 2 = 20
Barbed = phys 2, fire 2, cold 7, poison 3, energy 6 = 20

Haven't looked at Fletching or Tinkering resources yet.

Joe
Posts: 588
Joined: Mon Sep 27, 2004 1:26 pm

Re: Finalising crafting system

Post by Joe »

as it stands you can't enhance crafted items I think? So if this is just a boost to pvm loot then I think it is alright

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: Finalising crafting system

Post by Calix »

Yeah PvM loot only.

Night
fIlThY cUnT
Posts: 651
Joined: Thu Feb 05, 2004 9:56 pm
Location: visiting zole in prison

Re: Finalising crafting system

Post by Night »

You can enhance crafted items, but only ones crafted with normal wood, plain leather or iron ingots.

For this to work you would need to be able to enhance crafted items.

I agree you need to ditch the gems idea.

If possible - crafting with normal leather, iron ingots makes you stuff with less properties than runics. 110 = 1 115 = 2 120 =3

Enhance with coloured leather / ingots to make up to full runic items (5 properties) but with slightly higher propensities of mods for different coloured resources (we'd need to map this out).

I can see it simply in my mind but writing it out is easier.

might be easier to discuss in irc ?
Image

KoKane
Posts: 131
Joined: Sun Feb 12, 2006 7:51 pm

Re: Finalising crafting system

Post by KoKane »

One way to encourage full time 100% crafter playstyles over someone just throwing 100 Tailoring on their PVP char, is to make craft skills synergise in different ways.


Like what if someone with 100 Inscription and 120 Tailoring only, was able to re-hue spellbooks and inscribe stuff on their clothing (preferably using a consumable item that must be obtained somehow) Just an idea
pro at everything except being pro

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: Finalising crafting system

Post by Calix »

Trying to get my head around this again and look at it from the perspective of what we actually need to change in the code and whatnot. Going to take me a while to remember what script files are relevant. Luckily I made some notes in the other thread...

1. Create some kind of check based on crafter skill level(or levels, if we include arms lore in the equation) that links to the runic crafting tools and the type of item they produce. So if a blacksmith has 61.2 smithing and creates an item, it creates an item of the level that would be made by a dull copper runic. Presumably this is the hardest part of the system to code. I have no idea which files we'd need to be modifying. As outlined:
50>70 skill in craft = 4th Tier Runic level item. Equivalent to using a dull copper hammer. 1-2 mods on item.
0>99.9 skill in craft = 3rd Tier Runic level item. So the same as if you were using a bronze hammer, or a spined sewing kit. 2-3 mods on item.
100.0>114.9 skill in craft = 2nd Tier Runic level item. Equivalent of an agapite hammer, or a horned sewing kit. 3-4 mods on item.
115.0>120.0 skill in craft = 1st Tier Runic level item. Equivalent of a valo hammer or barbed sewing kit. 4-5 mods on item.
2. Add arms lore into the crafting equation. Been away from this for too long to remember exactly how we want to work it or what we'd need to change.

3. Alter the availability of resources. The better the resource, the rarer, to a much greater degree than on OSI. Again, I can't remember which files need looking into, if I ever did.

4. Change enhancing. I've already done this, preliminarily.
Dull Copper = 10 phys resist = 10
Shadow Iron = 7 phys, 2 fire, 1 energy = 10
Copper = 2 phys resist, 1 fire, 5 poison, 4 energy = 12
Bronze = 3 phys, 8 cold, 2 poison = 13
Golden = 3 phys, 3 fire, 4 cold, 3 energy, 50 luck = 15 + luck
Agapite = 2 phys, 8 fire, 2 cold, 3 poison, 2 energy = 16
Verite = 3 phys, 4 fire, 1 cold, 8 poison, 2 energy = 18
Valorite = 4 phys, 3 cold, 5 poison, 6 energy = 18

Spined = 10 phys, 5 cold, 50 luck = 15 + luck
Horned = phys 5, fire 5, cold 2, poison 6, energy 2 = 20
Barbed = phys 2, fire 2, cold 7, poison 3, energy 6 = 20

Haven't looked at Fletching or Tinkering resources yet.
5. Change the mods available from each resource type, as outlined in this:
The type of resource used in the creation of these items will influence the chance of certain mods. (Suggestions here please, just going with the first things in my head that roughly match how they worked on OSI) I've just picked a few examples/suggestions below, feel free to modify/improve.

Tailoring.

Normal Leather = No specialisation. 2 mods, regardless of crafter skill.
Spined Leather = Higher chance of Luck, LRC and physical resist.
Horned Leather = Higher chance of fire resist and LMC.
Barbed Leather = Higher chance of energy resist and MR.

Blacksmithing. Not sure if any additional mods required? Probably enough specialisation just going for resists + wep mods?

Iron Ingots = No specialisation and maximum of 2 mods, regardless of crafter skill.
Dull Copper & Shadow = Higher chance of physical resist and DI if wep.
Bronze & Copper = Higher chance of energy resist and SSI if wep.
Gold & Agapite = Higher chance of cold resist and SC if wep.
Verite = Higher chance of fire resist and DCI if wep.
Valorite = Higher chance of poison resist and HCI if wep.

Tinkering.

Iron = No additional mods, maximum of 2 mods regardless of crafter skill.
Dull Copper & Shadow = Phys resist and DI
Bronze & Copper = Energy resist and EP
Gold & Agapite = Fire resist and LMC
Verite = Cold resist and DCI
Valorite = Poison resist and SDI

Fletching.

Normal boards = No additional mods, maximum of 2 mods regardless of crafter skill.
Oak = HLD & DI
Ash = DCI & SSI
Yew = HCI & SSI

Post Reply