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Thread: Miscellaneous Player Feedback

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    Miscellaneous Player Feedback

    Phase 1) Player suggestions!

    Phase 2) ...

    Phase 3) V2 Launch!
    Amedeo di Risio, 21 (Lv2 Thief) Caring Hands Foundation
    "Would you lend a caring hand to shelter those who need it?"

    http://kotaku.com/5384643/i-kept-pla...ming-addiction

    <Jar> Mord, that may be the dumbest idea I've ever heard you say. And I've heard some dumb ones.

  2. Shops and crafting are gonna be easier and cheaper in V2, right? Because, while it wasn't useless to craft items last game, the description was vague, the cost (for a shop) was quite high, and the materials were a little to rare in my opinion.

    I was 'scared' to craft last game. I never really knew how powerful a crafted weapon should be, and crafting materials were too rare to possibly waste. Obviously, I don't know the new crafting system, but if I had to solve this problem, here's what I woud do:

    Rather than giving a crafting attempt actual stats, a PC specifies what characteristics he/she wants the weapon to have (increase PA, dodge%, high attack) and perhaps a weakness of the weapon. The staffer creates what would be the 'critical success' weapon. If a weapon has a weakness, its stats get a slight bonus. Then the staffer rolls the crafting roll. This roll would not only check success or failure, but the strength of the weapon on success. The way a staffer could do this is to take the roll (I'm assuming 1d100) and multiply the stats by the %roll (Maybe the % error could be cut into a half or two thirds so that you wouldn't get a horrible weapon so often.) This allows a PC to create a weapon with vague ideas and doesn't put too much stress on the staff, I think.

    Also, is crafting strength affected by level and/or crafting experience?
    Fendle Braumshek, Lvl. 1 Chemist, 27, M

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    I'd suggest that custom crafting be completely dependent on what materials are used, the item being made, and the skill level of the crafter.

    Ie, the crafter should not be able to specify what stats go up, or by how much. All they should be able to say is what they're making, such as a hat or a sword.

  4. Quote Originally Posted by Memento
    I'd suggest that custom crafting be completely dependent on what materials are used, the item being made, and the skill level of the crafter.

    Ie, the crafter should not be able to specify what stats go up, or by how much. All they should be able to say is what they're making, such as a hat or a sword.
    That works, too. I just hated the idea of having to specify the stats you're trying for without any idea of what your chance of success is.
    Fendle Braumshek, Lvl. 1 Chemist, 27, M

    Sailor Nothing: READ.
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    So, do injuries affect craftsmenship?
    Saryn Vadren
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    The crafting system we're using more closely resembles Memento's suggestion... I am not a mechanical-minded staffer, though, so I couldn't really get into any details even if I were at liberty to do so.

    As for injury affecting crafting... We'll see. Odds are that it will, since injury affects damn near everything.
    Amedeo di Risio, 21 (Lv2 Thief) Caring Hands Foundation
    "Would you lend a caring hand to shelter those who need it?"

    http://kotaku.com/5384643/i-kept-pla...ming-addiction

    <Jar> Mord, that may be the dumbest idea I've ever heard you say. And I've heard some dumb ones.

  7. I don't really think the crafting should be that big of a deal, a nice easy spread cart that was if you have these materials, you make this thing with with % chance at the given lvls. You didn't even craft in the game, save the hide shops, which I think thier was only 3 of in the world.
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    Crafting not a big deal? You're woefully incorrect if you think that's how it'll be this time around. We're building a brand-new economic system from the ground up, and anyone who thinks that a job isn't worth their time is going to be starving pretty darn quick.

    Well, maybe not starving. We haven't decided if PCs will have to eat yet...
    Amedeo di Risio, 21 (Lv2 Thief) Caring Hands Foundation
    "Would you lend a caring hand to shelter those who need it?"

    http://kotaku.com/5384643/i-kept-pla...ming-addiction

    <Jar> Mord, that may be the dumbest idea I've ever heard you say. And I've heard some dumb ones.

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    Out of curiosity, can't there be a bit more, I dunno...CONTROL in the system?

    Like, you get your materials together and specify what you wanna make, but would it really be that unbalancing for a player to have SOME input? Say have the player choose the general boon he's looking for, like "I'd like to build a sword focused more towards damage then evasiveness/accuracy", and accordingly build something akin to a Zweihander that has darn good PA for the level/materials, but an accuracy penalty and possibly even an evasion penalty, with numbers and what not coming down to materials, skill & luck?

    I dunno...I don't want FULL control, but I at least wanna know that when I set out to make something akin to a greatsword, I won't end up with a rapier, stat-wise.
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    Again, I'm not the #1 Crafting Devver (that would be Rutee), but I think we'll be giving crafters vague (or not-so-vague) descriptions of the effects each material will have on the final stats of the item.
    Amedeo di Risio, 21 (Lv2 Thief) Caring Hands Foundation
    "Would you lend a caring hand to shelter those who need it?"

    http://kotaku.com/5384643/i-kept-pla...ming-addiction

    <Jar> Mord, that may be the dumbest idea I've ever heard you say. And I've heard some dumb ones.

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    The question I was leading up to was, if a person only has a leg injury, how would that affect crafting? I know I'm missing an arm, but I'm still curious.
    Saryn Vadren
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    Orphan Soul and Witch Hunter Captive
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    Owner of a clothbound Blade of Cancer. Branded with the Mark of Virgo on left cheek, covered by head wrap.
    Agility I, Sneaky I, Talent II: Paramekian, Talent II: Research, Trickster I

    4025 JP until Master Class!

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    Simple. You tripped and fell, and comprimised the integrity of the materials

    I think the REAL reason is because an injury, even a permanent one, is just that: a weakness, a crippling of sorts. Your lost arm is not necessarily your injury. When Omni lost his, he only got an 8% injury, and it was temporary.

    Basically, the injury represents power & energy you have lost. Being that its permanent, you will never gain it back. So if your only working at 78% capacity in everything else, it only makes sense that you;d only work at 78% capacity in regards to crafting.
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    I suppose that makes sense. Thanks.
    Saryn Vadren
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    Orphan Soul and Witch Hunter Captive
    Level 27 Squire/Knight/Red Mage

    Owner of a clothbound Blade of Cancer. Branded with the Mark of Virgo on left cheek, covered by head wrap.
    Agility I, Sneaky I, Talent II: Paramekian, Talent II: Research, Trickster I

    4025 JP until Master Class!

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    You have some input.. though it's mostly present to make sure that what you get is flat out unusable for what you're trying to do (No, don't worry about making a level 20 katana when the client is level 15). The materials determine the strength, mostly because I <3 Legend of Mana Crafting (until I got sick of doing it to excess).. though don't expect to obliterate stock crafting unless you're using some really freaking good materials, or until you start working on gear for levels that stock gear simply doesn't reach (read: Post 25). The tradeoff? You need two resources to craft, once you have your shop; Time and JP. This makes for great theoretical overhead.. but players simply don't have infinite time on their hands. So you can choose between paying gil to speed the process up (By having gophers get your materials for you), or you can go slow and really~ cheap. It's so devestatingly simple ^.^

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    Now that you guys have a RPing thread in the OOC Forum I was wondering. Are we going to lose our post count for the ones in there, or when the site gets to a certain point when we have the RPing Forum page up, will you guys just move it there? Just wondering because isn't it technically still RPing?
    Name: [http://www.heroesofivalice.net/showp...postcount=401] Marra Rudra[/url] ([http://www.heroesofivalice.net/showpost.php?p=121002&postcount=190]Bio[/url]) | Age: 19
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