Division of crafts
Posted: Thu Jan 16, 2014 2:32 pm
There seems to be a discussion going on about crafts that seems to be in a wrong thread.
Also I hear that staff is discussing about crafts on a broad scale.
So hear some thoughts.. additions... changes.. i would like the illarionites to take into consideration.
There are three factions.
So to be fair to all three the number of crafts should be an exact multiple of3
On that note i made this list.
Tailor, Glass blower, Finesmith, Digger, Tanner/Dyer,Fisher,
Blacksmith, Alchemist, Brewer, Miner, Gem grinder, Mason,
Carpenter, Cook/Baker, Witchcraft, Farmer, Lumberjack, Candlemaker,
The changes in the above crafts- list are..
1. Witchcraft : added because it would/should be there in future.
2. Alchemy: used instead of herb gatherer(explained later on.)
3. Merged Mason and brickmaker. Face it, its redundant.
4. Split some of the "resource gathering"crafts in the previous list to better allocate.
This new list of crafts can be split in 3 calsses:(just for explaining purposes)
Main craft, Sub-craft, Hobby-craft (for the lack of a better word.. hobby )
This would help in dividing the crafts.
Maincrafts: lots of craftable items in each. and difficult in leveling up.
Sub craft: only deals with gathering or supporting other crafts and are not by itself as important as main crafts.
Hobby crafts: easy to lvl up compared to main crafts, have single/very lil items of use from these crafts, having more than two in a faction seems a waste of slot for a craft in a faction.
And here is what i imagine a well-divided crafting list should be like...
Cadomyr:
P: Tailor, Glass blower, Finesmith, Digger, Tanner/Dyer,Fisher,
S: Blacksmith, Witchcraft, Brewer, Miner, Gem grinder, Candlemaker,
Galmair:
P: Blacksmith, Alchemist, Brewer, Miner, Gem grinder, Mason,
S: Carpenter, Cook/Baker, Finesmith, Farmer, Lumberjack, Fisher,
Runewick:
P: Carpenter, Cook/Baker, Witchcraft, Farmer, Lumberjack, Candlemaker,
S: Tailor, Glass blower, Alchemist, Digger, Tanner/Dyer, Mason,
As you can see:
In each factions primary/secondary list there are 3 main craft, 2 sub craft and 1 hobby craft.
As a PO chars from different factions i do think am thinking impartially and trying to see each fation gets it fair share of crafts, important or other-wise.
Reasoning:
Why witchcraft?
There has been talks about giving the mages a crafting method like alchemist.
I assume the magical/elemental weapons would soon be given over to mages to craft with the use of a static tool. If this is not yet on the table i strongly suggest it should be.
In which case this should be considered as a craft and should also be included while we divide up the crafts now so that later on a faction wont end up wth more/less number of crafts than others.
Why alchemy and not herb gathering?
Well to be honest, using the name herb gathering would make it a sub craft. and i wanted it to be a main craft.
Also if we were to split the craft into alchemy as main craft and herb gathering as a sub craft would just make the balancing of the crafts difficult again.
Why no alchemy in cadomyr?
Alchemy should be considered as a craft and limited to 2 factions. Currently all the factions have the static tool for it.
Amnt asking for the removal of the teacher and the thinking stone from cadomyr, just the cauldrons(static tools)
Its the only craft that is currently in all factions.
Why not make witchcraft and alchemy available to all factions?
IF anyone can think up on
{two more craft important enough to be a main craft}
OR
{can merge two main crafts together and think up of one more main craft}
such that all three factions would be happy then i will very well balance the crafts again and make a new list.
Making either or both available to all factions seems not possible by the way am currently thinking.
They should afterall be considered as crafts and subject to the craft-divisions.
Why both alchemy and witchcraft in Runewick?
Simple. Its the faction of knowledge.
Its the same as having both blacksmith and finesmith in Galmair
Why remove brewing from runewick and add it in cadomyr?
Mainly for proper balancing purpose by number of crafts.
I can also argue that brewing has not much to do with farming. so it can be given over to cadomyr.
and brewing is secondary to cadomyr so lack of resources are expected.
Moreover on RP/storyline based reasons. Runewick, to me, has that dignified- intellectual flare which shouldnt be tarnished with alcohol.
On the matter of fishing:
I dont care either way if fishing is given to runewick or galmair.
Though if runewick has cooking and baking as the main craft there should be an abundance of food there. and fishing should be given to galmair if its thought in that way.
Anyways as an alternative, If runewick gets fishing then for balancing purposes this would be what happens with the hobby-crafts.
Cadomyr:
P: Fisher,
S: Mason,
Galmair:
P: Mason,
S: Candlemaker,
Runewick:
P: Candlemaker,
S: Fisher
I would be happy to help with changing the prices in NPC and such things if this craft division is applied.
Ill edit and add any reasoning if anyone feels this division is unfair
Also I hear that staff is discussing about crafts on a broad scale.
So hear some thoughts.. additions... changes.. i would like the illarionites to take into consideration.
There are three factions.
So to be fair to all three the number of crafts should be an exact multiple of3
On that note i made this list.
Tailor, Glass blower, Finesmith, Digger, Tanner/Dyer,Fisher,
Blacksmith, Alchemist, Brewer, Miner, Gem grinder, Mason,
Carpenter, Cook/Baker, Witchcraft, Farmer, Lumberjack, Candlemaker,
The changes in the above crafts- list are..
1. Witchcraft : added because it would/should be there in future.
2. Alchemy: used instead of herb gatherer(explained later on.)
3. Merged Mason and brickmaker. Face it, its redundant.
4. Split some of the "resource gathering"crafts in the previous list to better allocate.
This new list of crafts can be split in 3 calsses:(just for explaining purposes)
Main craft, Sub-craft, Hobby-craft (for the lack of a better word.. hobby )
This would help in dividing the crafts.
Maincrafts: lots of craftable items in each. and difficult in leveling up.
Sub craft: only deals with gathering or supporting other crafts and are not by itself as important as main crafts.
Hobby crafts: easy to lvl up compared to main crafts, have single/very lil items of use from these crafts, having more than two in a faction seems a waste of slot for a craft in a faction.
And here is what i imagine a well-divided crafting list should be like...
Cadomyr:
P: Tailor, Glass blower, Finesmith, Digger, Tanner/Dyer,Fisher,
S: Blacksmith, Witchcraft, Brewer, Miner, Gem grinder, Candlemaker,
Galmair:
P: Blacksmith, Alchemist, Brewer, Miner, Gem grinder, Mason,
S: Carpenter, Cook/Baker, Finesmith, Farmer, Lumberjack, Fisher,
Runewick:
P: Carpenter, Cook/Baker, Witchcraft, Farmer, Lumberjack, Candlemaker,
S: Tailor, Glass blower, Alchemist, Digger, Tanner/Dyer, Mason,
As you can see:
In each factions primary/secondary list there are 3 main craft, 2 sub craft and 1 hobby craft.
As a PO chars from different factions i do think am thinking impartially and trying to see each fation gets it fair share of crafts, important or other-wise.
Reasoning:
Why witchcraft?
There has been talks about giving the mages a crafting method like alchemist.
I assume the magical/elemental weapons would soon be given over to mages to craft with the use of a static tool. If this is not yet on the table i strongly suggest it should be.
In which case this should be considered as a craft and should also be included while we divide up the crafts now so that later on a faction wont end up wth more/less number of crafts than others.
Why alchemy and not herb gathering?
Well to be honest, using the name herb gathering would make it a sub craft. and i wanted it to be a main craft.
Also if we were to split the craft into alchemy as main craft and herb gathering as a sub craft would just make the balancing of the crafts difficult again.
Why no alchemy in cadomyr?
Alchemy should be considered as a craft and limited to 2 factions. Currently all the factions have the static tool for it.
Amnt asking for the removal of the teacher and the thinking stone from cadomyr, just the cauldrons(static tools)
Its the only craft that is currently in all factions.
Why not make witchcraft and alchemy available to all factions?
IF anyone can think up on
{two more craft important enough to be a main craft}
OR
{can merge two main crafts together and think up of one more main craft}
such that all three factions would be happy then i will very well balance the crafts again and make a new list.
Making either or both available to all factions seems not possible by the way am currently thinking.
They should afterall be considered as crafts and subject to the craft-divisions.
Why both alchemy and witchcraft in Runewick?
Simple. Its the faction of knowledge.
Its the same as having both blacksmith and finesmith in Galmair
Why remove brewing from runewick and add it in cadomyr?
Mainly for proper balancing purpose by number of crafts.
I can also argue that brewing has not much to do with farming. so it can be given over to cadomyr.
and brewing is secondary to cadomyr so lack of resources are expected.
Moreover on RP/storyline based reasons. Runewick, to me, has that dignified- intellectual flare which shouldnt be tarnished with alcohol.
On the matter of fishing:
I dont care either way if fishing is given to runewick or galmair.
Though if runewick has cooking and baking as the main craft there should be an abundance of food there. and fishing should be given to galmair if its thought in that way.
Anyways as an alternative, If runewick gets fishing then for balancing purposes this would be what happens with the hobby-crafts.
Cadomyr:
P: Fisher,
S: Mason,
Galmair:
P: Mason,
S: Candlemaker,
Runewick:
P: Candlemaker,
S: Fisher
I would be happy to help with changing the prices in NPC and such things if this craft division is applied.
Ill edit and add any reasoning if anyone feels this division is unfair