Here you can make and discuss suggestions to improve the game. / Hier kannst du Vorschläge einreichen und diskutieren um das Spiel zu verbessern.
Crafters are still needed to buy many things, especially those things that the npc merchants don't sell. Eventually players need all weapons and armour (wood worker, smith and tailor).at the moment the "Repair-NPC´s " killing the need of some sort of crafters
Monsters don't drop perfect stuff. Acolytes drop up to very good Nightplate but that's the best armour drop as far as I know. As for treasure maps - not everyone is a miner etc to find the maps and maps that are worth anything cost 5 gold on average - that does not guarantee that there will be any good treasure all the time, either. It's easier just to buy from a crafter. Anyway most have perfect things because it's such a small player base.most have perfect things inbetween and as i know most of the things can found in treasures or dropted by monsters so there is no need for master smithes / carpenters / tailors
Raise price of pure elements and armour? More legitimate and profitable business for non fighters?How to balance resource demand for high level warrior equipment?
hope you´re right, but my experiance is another, sorryKugar wrote:Crafters are still needed to buy many things, especially those things that the npc merchants don't sell. Eventually players need all weapons and armour (wood worker, smith and tailor).
I´m for only one point ...if you have a "special" or "personal" weapon or armor or ... you will spend a lot of coins, things ...to get them repairedEstralis Seborian wrote:Open point is if this operation restores all lost quality points or just one each operation
I like this proposed solution. However if it requires the crafter to use the same materials that is taken to make it to restore it, it should definitly go back to it's maximum quality. However, whats to say instead of crafting something in the hopes of getting a perfect becomes pointless simply because I can go get a Nightplate of good quality from an acolyte then have it restored to perfect for less materials than gambling with a craft for that perfect quality. Seriously warriors would have less of a need for crafters to produce stuff and more of a demand of fighters looking to restore their crappy looted weapons and armors.Estralis Seborian wrote:Dear all,
thanks for the input on repairing. Let us first review what we have. Repairing as it is works perfectly without bugs. It is a fair money sink as many player use the service frequently. Other games just do it like Illarion and are very successful. At this moment, it does not look like we have a major issue that needs to be solved. Other aspects, such as the lack of magic or improvements to crafting/gathering are much more pressing.
However, as Illarion is a game that should promote interaction wherever possible, a generic solution might not always be the best solution. So everlasting items that never ever require any interaction with anyone but a NPC again might not be a perfect situation. At the same time, if we even remotely consider to have unique or special items that are more than just the 20th edition of the same sword, to turn all items into "consumables" might be to fight fire with fire.
Furthermore, I read about the idea to have players repair items to enhance interaction. Now let us put all this together: NPC repair should degrade the quality but items should (in principle) be everlasting, given enough effort and interaction. Player-player interaction should be necessary. What might be more reasonable to add a slight chance for NPC repair to reduce the quality and make crafters "restore" this quality again? So in bullet points:
Is this agreeable?
- NPC repair stays like it is concerning cost and interface
- Each time an item is repaired, there is a chance to lose one quality point of the item. The chance scales with the restored durability (e.g. repair of 50 durability: 50/5=10 % chance. Numbers are for illustration, only)
- Items with 0 quality left get destroyed
- Crafters can restore the lost quality points by a dedicates repair operation. This consumes the same materials as for crafting the item.
- Repair operation takes the same minimum skill and time while it gives the same skill as crafting the item
- Open point is if this operation restores all lost quality points or just one each operation
To amend...Applesauce wrote:Lets make it easy.
NPC's still repair, but one level of quality is lost each time.
To repair the quality, you need to visit a player crafter.
So, you can still continue on with NPC repair, but if you want to keep your item, sometime you will have to interact with a real player.
As for how he needs to repair, or charge you? That can be with items or coins, but should not include the magic gems or elements. Those should stay with the item, unless it does get destroyed by not maintaining it.
Please, keep it simple.