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Lachel

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Location: Elven Island

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1

Wednesday, August 14th 2013, 3:29am

Possible Adjustment to Crafting

I'll preface this by saying that I don't expect any of this to be implemented at all given the state of the game, but it's food for thought.

My character is a Master Carpenter. That sounds amazing, but in reality it isn't. Crafting is extremely expensive and slow to level up, even with the Crafting Festival in game. Anything I can make before Lv50 is easily overshadowed by quest rewards found in Coast of Opportunity and Xaviera. Anything after Lv50 is overshadowed by easily obtained rares from instances, gift bags with free gear, or the Morrok/Toni questline that gives you a new set of gear every few levels. So I've grinded my crafting almost to its max level for what? No one needs a carpenter.

A good Cook or Alchemist can provide his guild/party with vital items to use in raids and such. But what about the other professions? What do they have to offer at end game? No one seems to need them for anything.

Other games, including WoW (which I'll be taking examples from), seem to counteract this in two ways. The first is by granting an exclusive buff or ability to the crafter that no one else has access to. In RoM, these can be gained at Expert level, but increase at Master and Carpentry, so that the player really only has one benefit at end-game. The second is by adding craftable items that don't lose their utility. Cooking and Alchemy have this by default, but the other professions do not.

Examples:

Alchemy
- Perk: An alchemist doubles the duration of any potion that he can create himself.
- End-game Usefulness: High level alchemists can create potions than grant buffs. (This already exists.)

Armor Crafting
- Perk: Armor crafters learn exclusive Fur Lining techniques which they can use to enchant their Upper Body armor with attributes more powerful than those available normally.
- End-game Usefulness: Armor crafters can make armor kits which grant small Defense and Magical Defense buffs to Upper Body, Lower Body, Shoulders, Hands, and Feet slot items. At higher level, this can extend to more useful buffs such as Stamina or Dodge value.

Blacksmithing
- Perk: Blacksmiths are able to add a 5th rune slot to their Weapon or Shield (Ranged Weapons excluded).
- End-game Usefulness: Like armor crafting, but blacksmiths can add small Damage buffs to melee weapons. At higher level, this extends to Physical Crit or Accuracy buffs.

Carpentry
- Perk: Access to a number of exclusive, quirky inventions that add utility to the character. Most offering short but effective buffs that could previously only be available to a particular class.
- End-game Usefulness: Like blacksmithing, but with weapons they can create and can benefit the Magical users as well.

Cooking
- Perk: Cooks can put away more food than usual and can have two Food buffs active at the same time. The second Food buff applied is only 50% as effective, however. Only 1 Dessert buff is allowed.
- End-game Usefulness: You kidding? Everything they do is useful.

Tailoring
- Perk: Tailors can embroider their cloaks, which provide an extremely powerful (but procced) buff.
- End-game Usefulness: They can also provide spellthreads which are similar to Armor Crafters but are aimed more towards magic users.

Of course, those are just examples and aren't balanced very well in concept. Gathering skills can also provide perks and encourage people to actually level them over relying on Planting for materials.

Mining
- Perk: Miners gain a passive Stamina buff that increases with their Mining level.

Woodcutting
- Perk: Woodcutters gain a passive critical hit buff that increases with their Woodcutting.

Herbalism
- Perk: Herbalists gain a simple self-healing spell that also grants a small casting speed (or attack speed) boost for its duration.

By attaching buffs and perks to the gathering and production skills, more players will be inclined to pick up these skills and level them. They will become relevant in the end-game, and you will see more and more people looking for craftsmen of all levels. Even players who weren't interested in the gathering/production system at all will consider it just for the boosts it offers.
Lachel (Osha) - Veritas - 80/55/55 Mage/Scout/Druid

This post has been edited 2 times, last edit by "Lachel" (Aug 14th 2013, 8:48am) with the following reason: Clarification and adding examples. Second edit added some formatting and even more work.


RoMage

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Wednesday, August 14th 2013, 4:25pm

Nice idea, but I rather see crafter being able to increase dura of an item (with material / gold cost) or produce unique worth items for given level. ( for example, make it good weapon with good stats at given level) and/or be able to improve weapon/gear by adding rune slot without drill...

3

Saturday, August 17th 2013, 5:16pm

I'll preface this by saying that I don't expect any of this to be implemented at all given the state of the game, but it's food for thought.

My character is a Master Carpenter. That sounds amazing, but in reality it isn't. Crafting is extremely expensive and slow to level up, even with the Crafting Festival in game. Anything I can make before Lv50 is easily overshadowed by quest rewards found in Coast of Opportunity and Xaviera. Anything after Lv50 is overshadowed by easily obtained rares from instances, gift bags with free gear, or the Morrok/Toni questline that gives you a new set of gear every few levels. So I've grinded my crafting almost to its max level for what? No one needs a carpenter.

A good Cook or Alchemist can provide his guild/party with vital items to use in raids and such. But what about the other professions? What do they have to offer at end game? No one seems to need them for anything.

Other games, including WoW (which I'll be taking examples from), seem to counteract this in two ways. The first is by granting an exclusive buff or ability to the crafter that no one else has access to. In RoM, these can be gained at Expert level, but increase at Master and Carpentry, so that the player really only has one benefit at end-game. The second is by adding craftable items that don't lose their utility. Cooking and Alchemy have this by default, but the other professions do not.

Examples:

Alchemy
- Perk: An alchemist doubles the duration of any potion that he can create himself.
- End-game Usefulness: High level alchemists can create potions than grant buffs. (This already exists.)

Armor Crafting
- Perk: Armor crafters learn exclusive Fur Lining techniques which they can use to enchant their Upper Body armor with attributes more powerful than those available normally.
- End-game Usefulness: Armor crafters can make armor kits which grant small Defense and Magical Defense buffs to Upper Body, Lower Body, Shoulders, Hands, and Feet slot items. At higher level, this can extend to more useful buffs such as Stamina or Dodge value.

Blacksmithing
- Perk: Blacksmiths are able to add a 5th rune slot to their Weapon or Shield (Ranged Weapons excluded).
- End-game Usefulness: Like armor crafting, but blacksmiths can add small Damage buffs to melee weapons. At higher level, this extends to Physical Crit or Accuracy buffs.

Carpentry
- Perk: Access to a number of exclusive, quirky inventions that add utility to the character. Most offering short but effective buffs that could previously only be available to a particular class.
- End-game Usefulness: Like blacksmithing, but with weapons they can create and can benefit the Magical users as well.

Cooking
- Perk: Cooks can put away more food than usual and can have two Food buffs active at the same time. The second Food buff applied is only 50% as effective, however. Only 1 Dessert buff is allowed.
- End-game Usefulness: You kidding? Everything they do is useful.

Tailoring
- Perk: Tailors can embroider their cloaks, which provide an extremely powerful (but procced) buff.
- End-game Usefulness: They can also provide spellthreads which are similar to Armor Crafters but are aimed more towards magic users.

Of course, those are just examples and aren't balanced very well in concept. Gathering skills can also provide perks and encourage people to actually level them over relying on Planting for materials.

Mining
- Perk: Miners gain a passive Stamina buff that increases with their Mining level.

Woodcutting
- Perk: Woodcutters gain a passive critical hit buff that increases with their Woodcutting.

Herbalism
- Perk: Herbalists gain a simple self-healing spell that also grants a small casting speed (or attack speed) boost for its duration.

By attaching buffs and perks to the gathering and production skills, more players will be inclined to pick up these skills and level them. They will become relevant in the end-game, and you will see more and more people looking for craftsmen of all levels. Even players who weren't interested in the gathering/production system at all will consider it just for the boosts it offers.
I like most of your ideas, but I agree with the second poster. I would rather see crafters be able to increase dura or something more relevant to the game as it is now.

I'm not sure I agree with the benefits you suggested for gathering though. With as easy as it is now to level up, unless the bonus was VERY small, you could essentially have a very high buff for those who go to legendary status.

For the stamina suggestion, even if you offered .1% per gathering level, at level 100 that is a 10% passive to stamina. With people already running around in siege with 4-500k hp, do you really want to give a potential boost of 10% MORE stamina? On the otherhand, if you give less than .1% people wouldn't bother with it unless they were going to be gathering anyway.

This same argument can be made for the crit and casting speed buffs. How little of a boost per level would you suggest to make it worth gathering for (if you aren't gathering anyway) without making it very OP?

I like the ideas, I just see them at level 100 being way to OP to be realistic in game.

Lachel

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Location: Elven Island

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4

Monday, August 19th 2013, 12:33am

My example ideas were just to throw something out there as a starting point. The problem I see with RoMage's ideas is that they would affect the sales of certain items (such as Golden Hammers if crafters can increase dura), so the devs will probably be less likely to implement them. Otherwise, I agree with the both of you that something more relevant to the game is preferred.

As for the gathering benefits, I agree that a percentage-based bonus is too strong. Just look at the Vahtos' Spell set. That percentage boost makes the set viable at all levels. That's ridiculous. But I don't see a flat bonus being terrible either. The devs (and players) already have an idea of what's a "good" amount of stamina/crit/etc. at Lv50, 55, 60, and so on since they designed the instances for players at said levels. Giving an appropriate, static boost at those levels of gathering shouldn't be overpowered, and a decent reward for someone that strives to keep their gathering level above their actual level.

But yes, most of these examples come from other games. Something that's more relevant to the current build of the game would be appreciated, but I can't see too many options that do not conflict with the Item Shop, which probably is the bottom line in the decision-making process.
Lachel (Osha) - Veritas - 80/55/55 Mage/Scout/Druid

5

Monday, August 19th 2013, 12:58am

My example ideas were just to throw something out there as a starting point. The problem I see with RoMage's ideas is that they would affect the sales of certain items (such as Golden Hammers if crafters can increase dura), so the devs will probably be less likely to implement them. Otherwise, I agree with the both of you that something more relevant to the game is preferred.

As for the gathering benefits, I agree that a percentage-based bonus is too strong. Just look at the Vahtos' Spell set. That percentage boost makes the set viable at all levels. That's ridiculous. But I don't see a flat bonus being terrible either. The devs (and players) already have an idea of what's a "good" amount of stamina/crit/etc. at Lv50, 55, 60, and so on since they designed the instances for players at said levels. Giving an appropriate, static boost at those levels of gathering shouldn't be overpowered, and a decent reward for someone that strives to keep their gathering level above their actual level.

But yes, most of these examples come from other games. Something that's more relevant to the current build of the game would be appreciated, but I can't see too many options that do not conflict with the Item Shop, which probably is the bottom line in the decision-making process.

As far as the ability to increase dura, you're probably right, but what could happen is give the players the ability to boost dura by maybe 5 points? That way hammers would still sell for the really under dura stuff, but for things like 100 and 101, it could make them worth using again.

For the gathering buffs, maybe make it so you can get a 24 hour buff to boost tp (since everyone needs that and won't unbalance anything). It would also give those who choose to spend time gathering instead of grinding the ability to stay on par with one another.

For crafting, maybe give them the ability to add a 5th rune slot or a moderately powered ability to add 1 additional passive benefit (notice I didn't say stat) to items. Passive benefits might include run speed, mount speed, extended range, mana/focus/energy reduction, ect. Something that would be useful, but wouldn't break the game by adding even more stats.

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