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  1. Trasak

    Crafting Energy, the elegant compromise between time and materials

    The validity of different quality levels for roughly the same recipe is entirely dependent on how itemization and the level power scale functions. In my example rather than saying quality levels I could have said item tiers from tier 0.5 to tier 5. Each tier takes more of the same base raw...
  2. Trasak

    Crafting Energy, the elegant compromise between time and materials

    @Nephele I think I am seeing your point and at the same time trying to think up a good solution on how it fits together. Ill tell you my analysis of your situations and how I think the energy system would effect it. EQ: I believe the banded mail you described is the perfect flow of crafting...
  3. Trasak

    Crafting Energy, the elegant compromise between time and materials

    The really short answer is that your maximum energy pool, solo or grouped, is the limiter on the maximum complexity of an item. Your energy regeneration rate is your limit on the ability to mass produce, rather than having the mini game take 5 minutes have it take 5 minutes to regenerate enough...
  4. Trasak

    Crafting Energy, the elegant compromise between time and materials

    Ultimately the only resource that cannot be farmed (without violating most EULAs) is time. As such time is the most powerful tool to use to make something valuable, everything else including the most rare of items is simply an output of time spent. One of the main reasons crafting becomes...
  5. Trasak

    Skillpoints and crafting levels

    Your Parent skill level dictates which subskills you can learn, still need to find a teacher of the skill. Your Parent skill level over the required level of the subskill increases your chance to get a higher quality result from the crafting minigame of that subskill, including the final...
  6. Trasak

    Skillpoints and crafting levels

    Hmm I don't think I expressed myself well. I think it may be largely due to difference of definition of easily overlapping terms. I had the old EQ skill levels on my brain i.e. weapon skill levels that affected your chance to hit and needed to attack a lot to cap your skill for your level. EQ...
  7. Trasak

    Skillpoints and crafting levels

    I'm basically going to drop my same response to Barin that I did in Neph's thread with a few crafter specific changes. Realistically I think Nephele and I are once again on the same page. Skill ranks are interesting and neat if they represent the outcome of conscious choice that truly shape...
  8. Trasak

    How do you do persistent crafting in a multiplayer world?

    @Barin999 I've never watched that video before. Watching in though I'm not too surprised that EQ Next failed. They are leaving things too derivative and mutable such that it can easily get clogged up and and ironically meaningless. More than fully mutable I was suggesting something that was...
  9. Trasak

    Meditation or fatigue during crafting

    Actually . . . Barin you are brilliant. Crafter “Energy” and its usage and regeneration is the perfect tool to make crafting time limited rather than material limited in completion speed without needing to resort to long mini-games. The mini games to complete both the sub combines and the...
  10. Trasak

    How do you do persistent crafting in a multiplayer world?

    It is an interesting read and really highlights one of the issues that separate MMOs from Single person RPGS and table top. I usually think of the concept more as the players footprint on the game. Crafting is usually a very good visual representation of that footprint but the outcome of combat...
  11. Trasak

    Downtime with a drizzle of crafting

    There will be plenty of down time built into the game already during travel, waiting for spawns, waiting on pulls and waiting to fill groups and waiting . . . and waiting . . . you get the picture there will already be a lot of down time built into the game and it does not need to be built into...
  12. Trasak

    "Fulfillment" through Crafting

    All in game items should be the product of a recipe. This needs to be done for no other reason than to control game balance. The appearance and the flavor text of an item does not have an effect on game balance and therefor can be more arbitrarily assigned. Even raid items will need to be...
  13. Trasak

    Downtime with a drizzle of crafting

    I see the point of your idea Barin and agree that all classes should have roughly the same amount of character maintenance between encounters but ultimately I think sitting down to meditate between fights is a flawed concept. Slow paced and strategic combat is one thing but forced down time due...
  14. Trasak

    Are repeatable harvesting quests acceptable?

    I could see my idea for a Localized Commodities Vendor as a quasi gathering quest NPC. https://www.pantheonmmo.com/content/forums/topic/7902/brainstorming-player-driven-content-options/view/post_id/152471 The vendor would buy raw materials at market rates until its target inventory is reached...
  15. Trasak

    Experimentation

    I think that the core recipes should pretty much just be assembly recipes where you are putting together different mandatory and optional subcomponents. I would not have experimentation in the core assembly recipes. What I do think would be interesting would be to have the subcomponents to be...
  16. Trasak

    Gathering ideas on what mini-game / puzzles should look and feel like.

    Going to try and condense all the ideas into the top post over the weekend.
  17. Trasak

    Crafters Roundtable: Tools of the Trade

    A different limiter could be that crafting stations take up x amount of space. In most small plot and instanced player housing there is not enough space for even one real crafting station. Huge plots have the ability to set up workshops but the upkeep in addition to the housing upkeep costs...
  18. Trasak

    Poll: Stockpiling crafting materials

    I am hoping for the middle ground. You stash your optional materials that make an item player desired but the basic raw materials you go pick up when you need to use it.
  19. Trasak

    Crafter's Roundtable: Risk vs. Reward

    Risk Vs Reward is tough for crafting. In combat if you die you lose time in two ways: lost experience and lost potential experience you could have been gaining while doing your corpse run. There are certain margins of safety you can pursue to limit your chances at the likely hood of lost...
  20. Trasak

    Gathering ideas on what mini-game / puzzles should look and feel like.

    @Barin999 Short reply but I like the ideas and will combine them into the top section as a first edit. Just like in writing a novel sometimes its best to get a lot down on paper then you can begin to edit and reshape what you have written. In my experience getting the first stage put together...
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