Boojumbunn
Goblin Squad Member
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I happen to love crafting.. finding recipe's and building items. How cool would it be if when you examined a crafted item it included a "Crafted By: Character Name" in it's description?
Also, what would people think of being able to name crafted items of above a certain quality? If the name is blank just call it by it's device name. Also, allow an owner to select weather to use it's crafted name or the or the device name so that the owner can choose what name appears in his inventory mouseover?
I think that taking pride in the things you can create is one of the things that drives the crafting communities and think these additions would be totally cool!
Boojum the brown bunny
BrotherZael
Goblin Squad Member
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I totally agree, and would even take it a step further.
In a world based off of socio-political interactions we find a much needed quality of IC reputation. I am not talking about the mechanic but good old fashioned fame and fortune. Reputation can be, will be, and should be an extremely important aspect of this game. People should know someone by name if that someone was the creator of the first kingdom. People should know a company on sight if that small company massacred two hundred people at the valley of the falls. People should be able to go into the marketplace an look at a blueprint for a house and be like "I know that person, she makes glorious buildings!" and at the same time be like "oh don't choose her! She always cuts corners".
Knowing the names of people and being able to readily identify them to their work, and conversely not knowing of someone and their work, is going to be very important to a game like this. If you do good, and people all over know it, you will be one-up from the average craftsman. This has a whole new side of politicals and wheeling/dealing that should be experienced to the fullest. We will see underground wars, hostile takeovers, fame, fortune, and adventure all in the sake of who is a better swordsmith. It will be beautiful.
So, being able to lable a sword with your name/company should be implemented. As someone who expects to use various sorts of arms as well as needing multiple contacts around I want to know who the best is and who the worst is.
BrotherZael
Goblin Squad Member
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after reading this "Crafting Blah Blah Blah" I'd have to clarify my position a little.
Ryan brings up the point of "...For purposes of inventory management I can't make a stack of "Sword +1" because I could have dozens of different Swords +1. As an active trader I could have thousand of Swords in my inventory that need to be managed...."
This is very true, and I already was thinking about it. A character should be given the option to name their work only when it is something of such supreme value that makes it worth identifying (such as a +10 weapon). Not many of those should exist, or will exist I hope, and it is those that should be watermarked.
Let us face it, nobody cares who makes the generic longsword, bow, whatever. Indeed, they are relatively uncaring of that generic weapon anyways, all they need to do is go to the nearest place and drop 2gp or so and get another. What matters is when you deal with something like "HEZEROTH, DESPOILER OF A THOUSAND SOULS" a +5 vorpal great falchion that is also flaming, electric, and sings cat stevens while it drinks the life energy of whomever it kills.
If a naming system gets implemented it should only affect things of a certain value (like 120k gp or higher as an example), things that just do not come in bulk, and are thus worth taking note of.
BrotherZael
Goblin Squad Member
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BrotherZael
Goblin Squad Member
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Wouldn't the removal of a makers mark clearly make the item as stolen unless you could somehow put a false mark in its place?
It could, but the deleter could have the power to attempt to forge a new one. And even not, not everyone puts a makers mark. And if the thing is named there are other concerns anyway.
Tyncale
Goblin Squad Member
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When I read this quote from Lee Hammock from 19th of Februari I feel that extreme and customized items are very low on their list, if at all.
With the system as it is written up currently, crafters will have some limited ability to customize products by choosing from a number of pre-created options. For example, when making a longsword if I put higher quality resources into the process I could make it Durable or Serrated, both of which are have keywords that have specific effects. They're standardized and you could look in the auction house for Longsword +3 (Durable) or some such, but there is some choice involved.
We are going to have to track some individual aspects of weapons, such as lost durability due to threaded recovery on resurrection. How those damaged weapons interact with the economy from there is not settled, but the leading idea is disallowing them from being sold on the auction house until they are repaired. So if you are buying in the auction house, you never buy damaged goods.
I'd like to include some color customization, dye creation, etc, into the crafting system but where it falls is yet to be determined. We were talking today about changing outfit colors to those of your settlement during war time so everyone can see what team people are on (don't like it, go stealth), so we've got a number of ideas afloat on the customization side of things. Also I'd like to track who makes items if we can manage it from the database side of thing, but that remains to be seen. I don't think it's something that has to displayed in the name of the item or some such, only on item inspection, but it is something that requires time/effort that can probably be spent more efficiently somewhere else in the short term.
The Murder by Numbers blog describes a bit of how it will work. I feel that currently the biggest challenge for a player will be to find a weapon that has the most useful keywords and least worthless keywords for their specific skills and goals. The high turnover of weapons(lost during death if not threaded) is also part of the item-economy so that has to be taken into account when items become increasingly extreme and exotic.
When you enter Uber-weapons into the game, people will pretty much always feel obliged to use up all their threading-capacity to protect that weapon. The mechanic of threading will become sort off stale then.
With the current plan, I am sure that a Tier 3 Sword, with 2 major, desirable keywords and 3 lesser, desirable keywords will be pretty rare and expensive: but not impossible to obtain. So you *can* risk to lose such a weapon since you will be able to buy another if you put some effort and gold into it. So that leaves the owner of the tier 3, 5 keyword weapon the option of threading maybe that sack of diamonds he just harvested instead of his weapon. A difficult choice but not a no brainer. Not so much with the above mentioned Hezeroth sword.
Ryans customizationkit idea seems more feasible, since this would almost work like a graphical buff, which does not interfere much with the actual value of an item. You just need to buy a new customization kit if you lose your weapon. I guess certain kits could be rare and exclusive though, and they could be another cool thing that crafters can make. I think a rare customization kit would inluence threading less then a truly Uber weapon would.
BrotherZael
Goblin Squad Member
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I was just making a point with ole hezeroth of course.
That said, if people become so orientated on their weapon or stallion, or whatever that they take pains to protect it at the expense of other things/people, so be it! That is a part of what it should be like, people do become extremely possessive of extremely rare and/or powerful items. It is a hindrance to most, sure, but it is going to happen and isn't an actual "problem" in terms of mechanics. Just people being people.
That said, I'm not sure I grasp what is meant by "threading" here.
Tyncale
Goblin Squad Member
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You can "thread" certain items to you, which means they can not be looted by the player that killed you, or go poof. When you die, your killer can loot some of your stuff that is not threaded and some of your non-threaded stuff goes poof. This is to ensure the killer gets to loot something and the economy is served by items poofing on death. The rest you can recollect if you manage to make it back to your corpse in time, I believe. This is still a work in progress off course.
At low levels it is expected you can actually thread quit a bit of your items, so you will not lose your entire outfit on death as a newbie. The higher level you get, the less you can thread: I think this mostly comes because the items that you want to thread are higher level and more costly but not sure. So it is expected that people will thread what they do not want to lose. Ryan himself indeed said that most people will most likely thread their weapons, since these are so important for everyone.
Even so I can imagine situations where harvesters/gatherers will thread different stuff (there was an example of them maybe threading an expensive high level gatherinkit). I also expect people to thread some good armor items instead of weapons. I expect it can vary a lot per player; maybe the local market is especially abundant in tier 3 scimitars for some reason, so they are relatively cheap. As a Druid I would then rather thread my armor.
Remember that markets are localized (one of THE coolest features of this game) so items that are rare in a settlement far east on the map, may be more abundant in a settlement far West on the map. This will influenc the threading behavior of people to an extent.
Off course the whole feature of localized markets, transporting goods over distances through caravans and travel being dangerous(also Fast travel, see blog) is one of the pillars of the game imo. If that falls flat, a lot more things will fall flat.