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1

Friday, May 17th 2013, 12:19am

Instance AND crafted gear

There has long been complaint from crafters that their skill is useless. To craft anything worthwhile you need not just high level of appropriate crafting, which is tedious, expensive and time consuming to develop, but also mats that drop in instances only.

That was addressed somewhat - the stones, nails, fibers, etc, now drops in mysterious bags a lot more; but the gear is still not all that good. It tends to be decent, but not quite up to par with instance gear, so it is not used much. So, crafters once again feel useless.

At the same time, you can't make the gear too good. People need incentive to run instances, and getting second rate gear from drops would reduce that incentive if people can use better gear from crafting.

So, how do you encourage both instance running and crafting? What about creating a combined gear system? You can craft good gear as you do now. You can get great gear from drops. And to get the best gear, you need both.

If a crafter can take an instance piece of gear and enhance it in a way that only crafter can, that would encourage people not to ignore half of game gearing system.

The game already tried this - you get a whole bunch of recipes that take Standard Sharp Sword of Slicing and then enhance it to become Superior Sharp Sword of Slicing. Problem is that the final product, while better, is not all that great. So, why not take it up a notch? Take, as component, the best instance gear and make it the best game gear.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


2

Friday, May 17th 2013, 12:34am

I always thought they should split it up. for instance say best weapons would be crafted, best armor would be from instances & best jewelry from mem/eoj. That would encourage all 3 parts of the game. just my little thought

Cike

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3

Friday, May 17th 2013, 12:40am

or have the best sets be 1/2 crafted 1/2 instance, say pants/head/gloves crafted, shoulders/chest/boots instance, and have the best weapons equivalent crafted and instance forms, so neither crafted weap or instance weap is better...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

4

Friday, May 17th 2013, 3:00am

I've always believed that the best gear in the game should be instance gear that is modified by a master crafter. It's pretty simple, honestly...

1. Modification Recipe for a piece of instance gear would drop in instances around the same level
2. Mats for modification would drop in OTHER instances of the same level, ie HoS gear mod mats would drop in zs and/or dl

I think it would be nice to force players that want to modify their instance gear to run other instances to get mats

ruisen2000

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5

Friday, May 17th 2013, 5:59am

I'd like to see crafted accessory sets with set bonuses. Crafted necklaces is nice, but the problem is, no set bonus. If Earrings and Rings could be crafted too, it would be a nice alternative to farming DoD for 25 million hours to pull mento ones.

Also, since most instances don't drop anywhere near as much accessories as gear/weapons, it wouldn't affect instances much.
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6

Sunday, May 19th 2013, 2:50am

What would be nice is that there could be a crafting equivalent of endgame/shell/POM/etc. equipment and weapons. We don't need a plethora of them, but one item for each skill that applies would be nice.

7

Sunday, May 19th 2013, 8:35am

I kind of love this idea tbh, Vfwiffo. Making crafting useful by allowing crafters to improve instance gear is great. Right now, there's literally no reason to level any craft other than Cooking, maybe Alchemy. The gear crafts are pretty useless, since even at the beginning of each level cap they're insignificant compared to instance gear.

It would be really nice to make crafters useful. Crafting past 50 is a super steep grind; it should pay off for all that hard work and money.

Formerly Catorii, D/S/M of Faction.


8

Wednesday, May 22nd 2013, 4:06pm

How about adding class based item set skills to high lvl(80) crafted gear. I know there are sets that add enhancements to crafting and gathering already, but why not toss a few class skills on to crafted gear that can ONLY be attained if you have 3 to 4 items. For example, a staff/wand/bow/sword/dagger/axe/hammer (carpenter/blacksmith), a cape (tailor), a ring (armor crafter) all combined to give a new skill.

For example:
(Wand/Cape/Ring) Priest/Druid
(Staff/Cape/Ring) Mage/Warlock
(Bow/Cape/Ring) Scout
(Sword/Cape/Ring) Knight
(Dagger/Cape/Ring) Rogue
(Hammer/Cape/Ring) Champion
(Axe/Cape/Ring) Warden/Warrior

And the same way there are drops from instances that have 2 item set skills, there need only be a few recipes. For example, in HoS/ZS/DL we already have sets that both a warden and a warrior need for item set skills, same with druid/priest. Make that one cape and one ring be the item that every class in game has to have, toss 10 skills on them, so it would only require one recipe, but based on which weapon you add to it, it would change the possible skill. It would mean the tailor and armor crafter would be making a lot of the same item, but the demand would be the same in number as for the other weapons, because once the skill is extracted you'd need another for the next skill.

Going back to the vein of this thread, in order to make the items for the skills, the item required, fiber/nail/stone etc; Let it ONLY drop in instances.

EsxCape

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9

Wednesday, May 22nd 2013, 4:45pm

I love all the ideas in this thread. I have worked with Blacksmithing (maxed, cause it's my favorite), Armor crafting, Carpentry, and Alchemy. I like crafting in this game, but I think Alchemy and Cooking are the only ones that have a significant use. I mostly use Blacksmithing for crafting novelty items and sometimes it helps low level alts when I'm feeling cheap...but there's not much use beyond that since all the instance gear is better than anything I can craft. I still level crafting anyway, but I really want it to feel more useful. =/

10

Wednesday, May 22nd 2013, 6:21pm

Quoted from "EsxCape;601856"

I like crafting in this game, but I think Alchemy and Cooking are the only ones that have a significant use.... I really want it to feel more useful. =/



Agreed, everyone needs pots and food when they run out, there will always be a supply and demand for these items, as they always run out. Gear on the other hand doesn't "run out" in the same way. A person will not get a new weapon every day or take it to tier 10 daily. There's little need for it. Or a lot less need for it. And when people do go to get gear they tend to be a lot more picky about what they wear because they want the best out there. Crafted gear, especially at higher levels just has no purpose. Not many will wear it and the expense to make it compared to what can be earned from selling it has a diminishing value. If we crafters of weapons and armor had a reason to make the items even at end game level 75+, we would feel useful. That's why I suggested putting class skills on them, so that everyone that wants a skill would have to go to not one, but 3 lvl 80+ crafters. Otherwise, we're just a dying breed.

11

Tuesday, May 28th 2013, 4:35pm

My suggestion is similar to Tamina, Elite Crafting skills.

examples
Move durability from 1 item to another. Half durability is lost or % based on doner item vs target item vs crafter level.
makes OD crafted items useful as a doner. Makes UD plussed items useful.

Move plussing from one item to another, half of the plussing is lost in the process
Someone has invested money into items that are now useless due to an increasing level cap. Make them useful for something.

Brand item: a players name or tagline can be added to an item to uniquely identify it.

Make unbound pet crafting tools

build item shop items similar to drops from goblin games/so tempest heights/Sisillia Steepes simple hammers, keys, backpack space,

1/2 unbinder; makes a bind on pickup item into a bind on equip item. This doesn't unbind a bound item like an ABL does.

True unbinder; removes bind on equip from an item completely. doesn't work on bind on pickup items. % chance failure based on item level?




cook/alchem could get pet based skills:
exchange # of experience points for 1 point of aptitude
exchange # of experience points for 1 skill point
make unbound golden eggs/pet foods