advance items in crafting

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Hu'greu
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advance items in crafting

Post by Hu'greu »

ok what I propose is that once you reach a certian level in smithing you will have to be taught how to make special items, So that way items realited to race will generally stay in that race, like the orcish helmet and the elven staff. Perhaps you can even mix this in with magic with that mages will have to teach that crafter runes to inbed with the item, and doing that will lower you skill a little to bit to stop people from crafting shit ton of magical items when they can make it. This allow rooms for quest to be made for crafters and fighter that can guard them.

I also think that rarity raw good needed for the item should have to be found as well. like a certain type of ore that was just uncovered in a dangrous mine or it was forgotten about, or a magical tree that will only allow its branchs to be cut one a year. This things can place in dangrous places as well too.

What do yall think about this idea
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Richard Cypher
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Post by Richard Cypher »

Possibly, but if you place these uber rare things in uber rare places guess what? Any true crafter who is a non fighter will never see those things. I do not think it should be that hard to get to semi-rare things. Just hire a decent fighter as bodyguard and off you go maybe.
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Solumn
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Post by Solumn »

I rather have teaching for craftsmen. Mage can have it but why can't crafters? Well, one person can teach as many as crafts he wish. However, once student reach certain level then certain craft can be made.

Each leveling alow a person have 10% chance to discover a new craft on his own.

In this way, certain crafts making can be lost or regain.
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Gro'bul
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Post by Gro'bul »

I think teaching for crafting is a good idea. There needs to be limits though, like you get 10% better chance to learn while someone 20 levels above you is near, but you get like 5X mc points till a certain point (70?). Then its all you, possibly scrolls with schematics for weapons?, and quests. I hope by the end we have a 2 full suits of armor for each race, serinjah(wooden?)/salk/alb/norodaj(fur?) for human subraces.
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Salathe
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Post by Salathe »

i like this idea, could put the merinium ignots to use (finally!)
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Hadre Taliset
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Post by Hadre Taliset »

yeah i like this idea. can use it for cooking and such to. think what is the easiest way to learn to cook something in rl. you don't figure it out yourself. you get taught. same with fighting. and such. the basics should be able to be taught. after that it is just years of refinement or at least in rl.
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Richard Cypher
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Post by Richard Cypher »

Hadre Taliset wrote:yeah i like this idea. can use it for cooking and such to. think what is the easiest way to learn to cook something in rl. you don't figure it out yourself. you get taught. same with fighting. and such. the basics should be able to be taught. after that it is just years of refinement or at least in rl.
Maybe not just getting taught for cooking but to learn rare things you need to find recipes! Recipes will be rareish but if you have extra recipes you can sell them or give them to people to teach them how to cook. That is how cooking could actually be taught. Master chef + recipes + pupils = pupils who learn how to cook.
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Estralis Seborian
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Post by Estralis Seborian »

Can you make this a complete proposal? Like, which items should be craftable with which raw materials and which skill level?

There is also an internal discussion about this topic, any input is welcome.
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Kevin Lightdot
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Post by Kevin Lightdot »

Dunno if they're all possible, I'm just suggesting stuff.
Some more possible ideas for special items:

Dwarven pickaxes? (The special material in my eyes should not be in SB though, it'd be to easy for them.) It'd increase the speed of mining a little or such. The material is likely to be found in some mine I guess, hard to acess, monsters to guard or such, more persons needed to enter it, perhaps a mage or such that needs to teleport you past something(Could go for the other items to).

Watery claws(Or something like it) , an equiptable set of claws made by(As gloves), wich increases strength or/and dex(I think it was dex, the one that influences crafting mainly.) a little bit or such when equipped, made from something found in shall we say an underground lake, guarded by god knows what creatures.

Healing ring, can heal a little health over time, though much much less than a potion. Or can be used to cast a healing spell on the user when used from time to time(A recharge time of use, should be quite long.)
Made by humans or elves I guess, Some special ore, and a special gem needed.


As for skill levels for these... well very high. :P

Though these would give the pgers another large advantage.


I know these new items arn't to likely to come any time soon if at all, but a suggestion is a suggestion. Though most could just be made by changing the texture of some things a bit, the pickaxe head would change colour I guess.
The ring also, like a blueish ring with some colour gem.
And well, the watery claws I dunno, but if you are planning on making them I'd try myself on a graffic for it. (as well as change the colours of the others if you want.)

Well, I'm done posting nonsence, time to do something.
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Hadre Taliset
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Post by Hadre Taliset »

Well I think for cooking maybe once you get to about 40% you need to start finding recipes to learn new things. I think as well that when you get to 30% above what is needed to make the thing origionally you can make a recipe for it. ((so sausage you learn almost emeidiatly, but if you are at about 40%, green with a tad light blue, you can make a sausage recipe, which you can then sell or whatever, and the student wanting to learn it would have to read it. then make the thing a couple times to memorize it and thus he learned it))this way, as in rl, you can be a pretty good chef with just recipes, but your not a master till you make your own.

One thing though. no rare items gaurded by monsters. Should be hard to find but not gaurded. Any true rpler who is doing a cook or crafter has next to no fighting and thus it would just be another way for fighters to make money.

edit: all %'s are a % of max
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Korm Kormsen
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Post by Korm Kormsen »

i would like that idea, if not....

...every joe and jack, who earned a lot in one profession would go and buy receipes of other trades.
would that not produce more uberchars?

(if we would go for receipes and other shortcuts for learning, imho, we would need skillcaps. that no char could be very good in more than two or three professions)
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Adano Eles
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Post by Adano Eles »

You could need a certain skill before you understand what's written on the receipe. They're not written for beginners but for crafters of certain experience.
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Dónal Mason
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Post by Dónal Mason »

Perhaps a newbie crafter COULD use the recipe, but with low quality, AND has to use the recipe for longer until he has memorized it. So say a master smith gets a 'recipe' for an item. He could memorize it in a short time, due to being experienced in such things. A crafter of lower skill would have to make the item more times before being able to memorize it.
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Estralis Seborian
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Post by Estralis Seborian »

Crafting by recipes / blueprints was proposed to the staff almost two years ago (guess who did it... :roll: ) and it was not implemented. A lot of effort has to be spend for such a system. Just for the record.
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Kevin Lightdot
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Post by Kevin Lightdot »

Hadre Taliset wrote:Well I think for cooking maybe once you get to about 40% you need to start finding recipes to learn new things. I think as well that when you get to 30% above what is needed to make the thing origionally you can make a recipe for it. ((so sausage you learn almost emeidiatly, but if you are at about 40%, green with a tad light blue, you can make a sausage recipe, which you can then sell or whatever, and the student wanting to learn it would have to read it. then make the thing a couple times to memorize it and thus he learned it))this way, as in rl, you can be a pretty good chef with just recipes, but your not a master till you make your own.

One thing though. no rare items gaurded by monsters. Should be hard to find but not gaurded. Any true rpler who is doing a cook or crafter has next to no fighting and thus it would just be another way for fighters to make money.

edit: all %'s are a % of max
I was thinking more along the lines of having to get a fighter to get you there, but you have a point.
Perhaps some skill in the 'job' the material is used for should be required?
Hu'greu
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Post by Hu'greu »

how about if you dont have enough skill you wont be able to make it or get any experance off of it.

I would like to say that tools should be able to be made by all as they the most simple of the items just like simple daggers and swords shields are easy to make. I m not sure of the number system they use though just colors and when you get to around light blue to green you should have to start finding people to teach you to make a certan item.

Im also worried about certan special items for the races mixing in between. Far often in video games wepons that are made from one race get mass produce... So maybe a time limit as like it take you so and so long.... maybe going so far you going to need special tools to make these advanced items.
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