KarlBob
Goblin Squad Member
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KoTC Edam Neadenil
Goblin Squad Member
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KarlBob
Goblin Squad Member
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KoTC Edam Neadenil
Goblin Squad Member
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Yeah I am at work at present, but Keeper Kaziil rang and said her +2 wands are now taking 67 minutes instead of over 30 hours.
Apparently stuff still in the queue has old times though.
Yeah she did destroy the current wand, it had 20 or so hours to go and she apparently only lost a +3 Crimson Crystal, a +3 Pine Baton and some other minor component which clearly was not +3 or the wand would have been +3.
This drastic change in times may well flip us from market shortage of better gear to chronic oversupply overnight :D
KarlBob
Goblin Squad Member
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KoTC Edam Neadenil
Goblin Squad Member
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We'll see. It will still require time for new crafters to reach the level where they can build improved gear, and lucky drops (or good hunting at the auction house) to score improved recipes.
Maybe. I have not been able to get online to look at the time penalty for +3 versus +0/+1 but I have quite a few +3 recipes already.
Though admittedly with only one queue per alt I am not going to be spending all day just making +3 copper bars or +3 Pine Batons.
You may also see the more canny crafters not putting there +3 and better raw mats on the market at all.
As you say its also luck of the draw, my smelter can only make +0 Silver bars for example.
<Kabal>Keign
Goblin Squad Member
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KoTC Edam Neadenil
Goblin Squad Member
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Kurok
Goblin Squad Member
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KoTC Edam Neadenil
Goblin Squad Member
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Stephen Cheney
Goblinworks Game Designer
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There's no benefit currently to making a +4 or +5 for weapons or armor. They'll eventually get optional keywords at those pluses. There's no benefit currently to making misc gear (belts, boots, etc.) at more than +0. They're waiting on the enchanting system to improve beyond their base keyword. Implements and Consumables should scale based on high pluses, even up to +5.
However, +4 and +5 refined components are useful even if you're not trying to make a full +4 or better weapon or armor, since they let you mix in some +2s (maybe less if you have enough) and still get a +3 total result.
Hardin Steele
Goblin Squad Member
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I was not upset with the longer crafting times, as it made the crafter dedicated. I am hoping shorter times do not create a glut of gear. The really good stuff should be rare, and we should not be able to make much in the +3 Tier 1 range "too" fast of everyone will have it within the first week. Although for Alpha getting to test the capabilities will be nice.
So, what is the real crafting time going to be? The current times, or the longer times just removed?
Guurzak
Goblin Squad Member
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Nihimon
Goblin Squad Member
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There's no point in making a +5 implement which allows for up to 7 levels of expendables when you're limited to 6 slots and level 1 spells >8-]
I'm confused about that last bit; why would anyone be limited to Level 1 Spells? I have a Level 2 Spell and a Level 3 Spell already learned just waiting for a Spellbook that can hold them.
Atheory
Goblin Squad Member
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On the other side of this coin, I hope they don't keep acting on the inclination for ever faster crafting times. I like the sense that it takes some time to craft stuff in a non-industrialized society :)
Remember, no theme park rides here!
Now to kill me some goblins and ogres oh my.
Josh
aka Atheory
www.patherfinderonlineHQ.com
Stephen Cheney
Goblinworks Game Designer
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There's no point in making a +5 implement which allows for up to 7 levels of expendables when you're limited to 6 slots and level 1 spells >8-]
There are, indeed, a couple of implements in every progression where, in the interests of base levels and extra levels per + increasing at a standard rate, the +5 has more levels than you could actually fill with six slots.
The solution would be to make the lower + versions less good and the math less predictable, so I've been loathe to fix it.
Nihimon
Goblin Squad Member
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Hardin Steele
Goblin Squad Member
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So Stephen (and/or Lee, whomever is in charge of this issue), what will be normal crafting times? The longer times certainly make the crafting queue slower, but they also make crafted items more rare (generally a good thing to keep lower level gear from glutting the market), and force players to have a dedicated crafting skill, either on an alt or within their settlement. Slow crafting sucks in the Alpha because you can't see what the difference will be between generic Tier 1 gear and a nice piece of +2 or +3 Tier 2 gear. But the Alpha is only for a few weeks, while the crafting skill should take a couple of years to "max" out in the real game.
Accurate crafting times - More like now (short) or more like last week (really long)?
Stephen Cheney
Goblinworks Game Designer
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The speeds right now are the current plan, but they're one of the things that are easiest and highest priority to change based on user feedback.
That is, we want people to enjoy being dedicated crafters, but we don't yet know how many people are going to pursue that route, or how fast crafted gear is going to get destroyed. So we're very interested in player feedback (and more objective metrics based on market data) on whether crafting time is too much or too little of a bottleneck.
Hardin Steele
Goblin Squad Member
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Fair enough. For the length of the Alpha period (even this extended period through October) the times were pretty darn long and made leveling crafting impossible for the higher level gear. With the shorter times is seems likely we should see some +3 and +4 gear (+5 will be so rare I can't say it will be measurable), and it will be interesting to see how quickly armor sets turn over. That won't be accurately measured until the repair function and item looting has been implemented.
Being
Goblin Squad Member
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AvenaOats
Goblin Squad Member
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