02-29-2020, 10:00 PM
(This post was last modified: 02-29-2020, 10:10 PM by MutesToCry.)
Hello, if you dont know who I am, then good, this will be notes on things we could change/redo for crafters in the world of Eternia based on what I know.
As everyone knows there are 3 Crafting Professions; Blacksmith, Alchemist, and Rune scribe. In the world of Eternia they are significant roles for many different reasons and more so for game play. Blacksmiths make Weapons and Armor, they can create many different types of each, but even then its an easy tree to get into and more so it gets into a struggle for Materials sometimes to do such things. Like with Blacksmiths, Rune scribes and Alchemists, there are all connected via your Energy (That blue crystal on the middle of your screen at the bottom). That is also connected to Running, jumping which help you get around. Honestly every time I talk with a crafter, there is always an issue with how little their energy is, how they dont have enough energy, or how they are swarmed with requests.
With something like that in mind, there are a couple of things I can absolutely suggest to make the world around crafters and even the game just a liiiiittle better. Please know that this is a suggestion and take everything I have with a grain of salt because I 'use' to be a crafter in an earlier Eternia.
Suggestions:
Out of the entirety of the game there is an item that could have been gotten from the subscriber daily loot drops that could give you a consumable to increase your energy by 50. (Or 100 I forgot) but there is a potion that does the same thing for 100. Though you are capped at I believe it was 1,500 energy for the potions and the consumables were near infinite. I believe we should add a potion that give you an increase in energy (base) for a considerable amount of time. Say there are 3 tiers of it for the Alchemists to make. Tier 3- Increases Energy by 100 for 1 hour (stackable energy, but time it capped 1 hour) Tier 2 is 500 energy for 30 minutes (max 2 can be applied. still capped at 30 mins), and Tier 1- Increases energy by 1000 for 10 minutes (non stackable), and you have a cooldown that you can use these once per day (or until Midnight EST).
Another suggestion is to make the Crafting trees more...demanding and more unique. Because we shouldn't have 10 crafters and all of them are fighters in a war and are the only crafter in town and such. If someone would be a crafter and a fighter it puts a strain on them because it requires them to do both and get burned out for both RP, and time since if a war is coming they should focus on one or the other. I get that some people go on and do both because they dont wanna find a BS, RS, or Alc when they might be offline, but at that time fighters should stick to fighting. People are hounded for items and get stale RP when they chose that path, and yet they never have the energy because they just got done fighting. For that, we should have tomes for crafting and have people focus into something, but at the same time, it locks them out of doing something. Like an Alchemist needs to take the time to make potions and waste energy for a purpose not to just fulfill an order. Honestly it'd be pretty cool to see a distillery for potions and actually have scientist based characters to make potions and not a person whose been fighting for 10 years just pop out with a potion like he just slapped a sticker on a tube of water. What Im getting at is that there should be some way to make it known that one is a fighter first or a crafter. Make it more appealing to be a Blacksmith, or Runescribe or even an Alchemist. Make it more unique or give the players more choices. For as a suggestion, why not make it possible to actually place in items into a GUI to create potions and do trial and error to find out what works and what doesnt and have a personal Alchemy book for Alchemists to find recipes to write down and actually rp finding out how to do it. It gives them RP and can even give them cute little notions like ["You mixed Corn seeds and a seared stone......you made popcorn....what you want salt with it?"] Just something quirky but not something too unique to right 1000 lines of dialogue. I know the system can speak what the person is 'reading' to the character, you can do it with the whole 'Player mixed Tube 1 and Tube 2.' I just think'll be quite unique to see it like that. Though for Blacksmiths, it can different like you can set stats on armor but based around what metal you use, you can gain more or less of something like say....I have a Steel chestpiece that I added Orchilacum to in IC. I would be able to give it more Power over Vit, but I'd lose agility or Mana because of its weight or Mana need for the additional power. Hell slow down production of a bunch of random BS armor that no one will buy with a 'scrap' funtion where a Blacksmith can scrap Armor/weapons and get 75% of the material used back depending on if its old or new. (Anything with Pristine with 1 or more years remaining will give 75% back. No pristine gives 50% back). For weapons, you can 'remodel' them or 'upgrade' like if you take an iron wand and 'upgrade' it you can add onto the existing weapon since people usually just get upgrades on their previous ones, you can add Orchilacum to add more power= to the next tier. That why it saves resources and space in data files. You can only upgrade one tier past the tier you made so you have a Tier 5 Staff, you can only upgrade it to Tier 4. Then on and so forth, though Tier 1 Staves would require more then just Orichilacum to go to Tier 0.
Yet another suggestion (or just idea) would be to add 3 more Crafting trees people can get into as a profession. They would be 'Carpenter, Miner, and Seamstress. If you dont kow what they are for the 5% of you, a Carpenter is someone who makes objections, or walls out of Wood, so I.E a home builder. A Miner is the minecraft player you have, who goes out and finds materials to be used at a later date and a Seamstress are those NPCs that make CLOTHES! Because apparently Seamstresses just don't exist in RP because I'd love to actually have someone tailor my clothes in Rp if not for crafting so I can do a JW style scene to keep my clothes 'Tactical'. Though Seamstress' can have a special ability to make Necklesses, and clothing that can have boosted stats that Runescribes cant do like weave chainmail into a nice looking shirt without it looking kinda slapped on. You can give them materials and they can actually make clothing from a new item called Cloth (By breaking down trees and finding a Silk worm. 1 silk worm = 10 cloth) and they can give you a boosted stat clothing piece that can still be upgraded by Runescribes. This would actually put demand for them up, and gives them a Tier system that is rather 3 tiers instead of 5 (because Seamstress' dont have as many jobs as Blacksmiths or the others.
For the other crafters I listed, Miners and Carpenters, they would both have a tier system, but Miners would just have a single tier with different unlocks. For Carpenters, they would hhave 3 tiers like Seamstress since they build houses, but it would upgrade from making tents, to making shacks, to making full on houses. Though Seamstress would have to RP making said house over time rather then NPCs doing it. Though for those that are screeching like ["BUT WHAT IF THE PERSON DOESN'T FINISH MY HOUSE!??!? ITS BETTER TO JUST KEEP IT THE WAY IT IS!!!!"] I hear you Mr.BootySmasher6969. I understand that that can be the case, but at the same time a Carpenter doesn't finish on schedule if things can happen, but it will also be where they cant gain Experience or build another house if one isn't finished, though im not saying they have to spend 3 years building a house. Plus RP is RP. Whilst around the house Carpenters can gain an increased AP boost for their building. This way they have reasons to do it quickly rather then drag it out because it takes 5 posts to complete a house, but will take 30 minutes IRL time to let everything 'set' so they cant just farm away, the posts have to have 500 characters in order to be counted for the AP boost.
For Miners, they would only have a single Tier based unlocking system that can give them a chance of something. Like they can gain 1 more of a material based on their advancement. Or simply adding in Paxel to gain more material. I.E: Wooden Paxel would gain nothing (cuz its wood, that shit aint staying long), a Stone Paxel would gain a chance to get 1 more per swing at a 1% chance. Then an Iron Paxel would be 5% per swing, Steel Paxel would be 10%, Mythril would actually make swinging the Paxel be half the time to gain material (Because its 2 hits to get 1 item). then stupidly, an Acranium Paxel would be 100% chance to gain an additional material and its twice as fast (Or you can code it to take half the energy.) Now I know your thinking ["Your talking about a Pickaxe Mutes"] No a Paxel is something I thought was cool in Minecraft where you have an 'Axe' and a Pickaxe and a shovel. This just allows the code to do the same thing for materials for other things like Stone and trees. And you can burry stuff with it too. Thats why Im saying Paxel.As everyone knows there are 3 Crafting Professions; Blacksmith, Alchemist, and Rune scribe. In the world of Eternia they are significant roles for many different reasons and more so for game play. Blacksmiths make Weapons and Armor, they can create many different types of each, but even then its an easy tree to get into and more so it gets into a struggle for Materials sometimes to do such things. Like with Blacksmiths, Rune scribes and Alchemists, there are all connected via your Energy (That blue crystal on the middle of your screen at the bottom). That is also connected to Running, jumping which help you get around. Honestly every time I talk with a crafter, there is always an issue with how little their energy is, how they dont have enough energy, or how they are swarmed with requests.
With something like that in mind, there are a couple of things I can absolutely suggest to make the world around crafters and even the game just a liiiiittle better. Please know that this is a suggestion and take everything I have with a grain of salt because I 'use' to be a crafter in an earlier Eternia.
Suggestions:
Out of the entirety of the game there is an item that could have been gotten from the subscriber daily loot drops that could give you a consumable to increase your energy by 50. (Or 100 I forgot) but there is a potion that does the same thing for 100. Though you are capped at I believe it was 1,500 energy for the potions and the consumables were near infinite. I believe we should add a potion that give you an increase in energy (base) for a considerable amount of time. Say there are 3 tiers of it for the Alchemists to make. Tier 3- Increases Energy by 100 for 1 hour (stackable energy, but time it capped 1 hour) Tier 2 is 500 energy for 30 minutes (max 2 can be applied. still capped at 30 mins), and Tier 1- Increases energy by 1000 for 10 minutes (non stackable), and you have a cooldown that you can use these once per day (or until Midnight EST).
Another suggestion is to make the Crafting trees more...demanding and more unique. Because we shouldn't have 10 crafters and all of them are fighters in a war and are the only crafter in town and such. If someone would be a crafter and a fighter it puts a strain on them because it requires them to do both and get burned out for both RP, and time since if a war is coming they should focus on one or the other. I get that some people go on and do both because they dont wanna find a BS, RS, or Alc when they might be offline, but at that time fighters should stick to fighting. People are hounded for items and get stale RP when they chose that path, and yet they never have the energy because they just got done fighting. For that, we should have tomes for crafting and have people focus into something, but at the same time, it locks them out of doing something. Like an Alchemist needs to take the time to make potions and waste energy for a purpose not to just fulfill an order. Honestly it'd be pretty cool to see a distillery for potions and actually have scientist based characters to make potions and not a person whose been fighting for 10 years just pop out with a potion like he just slapped a sticker on a tube of water. What Im getting at is that there should be some way to make it known that one is a fighter first or a crafter. Make it more appealing to be a Blacksmith, or Runescribe or even an Alchemist. Make it more unique or give the players more choices. For as a suggestion, why not make it possible to actually place in items into a GUI to create potions and do trial and error to find out what works and what doesnt and have a personal Alchemy book for Alchemists to find recipes to write down and actually rp finding out how to do it. It gives them RP and can even give them cute little notions like ["You mixed Corn seeds and a seared stone......you made popcorn....what you want salt with it?"] Just something quirky but not something too unique to right 1000 lines of dialogue. I know the system can speak what the person is 'reading' to the character, you can do it with the whole 'Player mixed Tube 1 and Tube 2.' I just think'll be quite unique to see it like that. Though for Blacksmiths, it can different like you can set stats on armor but based around what metal you use, you can gain more or less of something like say....I have a Steel chestpiece that I added Orchilacum to in IC. I would be able to give it more Power over Vit, but I'd lose agility or Mana because of its weight or Mana need for the additional power. Hell slow down production of a bunch of random BS armor that no one will buy with a 'scrap' funtion where a Blacksmith can scrap Armor/weapons and get 75% of the material used back depending on if its old or new. (Anything with Pristine with 1 or more years remaining will give 75% back. No pristine gives 50% back). For weapons, you can 'remodel' them or 'upgrade' like if you take an iron wand and 'upgrade' it you can add onto the existing weapon since people usually just get upgrades on their previous ones, you can add Orchilacum to add more power= to the next tier. That why it saves resources and space in data files. You can only upgrade one tier past the tier you made so you have a Tier 5 Staff, you can only upgrade it to Tier 4. Then on and so forth, though Tier 1 Staves would require more then just Orichilacum to go to Tier 0.
Yet another suggestion (or just idea) would be to add 3 more Crafting trees people can get into as a profession. They would be 'Carpenter, Miner, and Seamstress. If you dont kow what they are for the 5% of you, a Carpenter is someone who makes objections, or walls out of Wood, so I.E a home builder. A Miner is the minecraft player you have, who goes out and finds materials to be used at a later date and a Seamstress are those NPCs that make CLOTHES! Because apparently Seamstresses just don't exist in RP because I'd love to actually have someone tailor my clothes in Rp if not for crafting so I can do a JW style scene to keep my clothes 'Tactical'. Though Seamstress' can have a special ability to make Necklesses, and clothing that can have boosted stats that Runescribes cant do like weave chainmail into a nice looking shirt without it looking kinda slapped on. You can give them materials and they can actually make clothing from a new item called Cloth (By breaking down trees and finding a Silk worm. 1 silk worm = 10 cloth) and they can give you a boosted stat clothing piece that can still be upgraded by Runescribes. This would actually put demand for them up, and gives them a Tier system that is rather 3 tiers instead of 5 (because Seamstress' dont have as many jobs as Blacksmiths or the others.
For the other crafters I listed, Miners and Carpenters, they would both have a tier system, but Miners would just have a single tier with different unlocks. For Carpenters, they would hhave 3 tiers like Seamstress since they build houses, but it would upgrade from making tents, to making shacks, to making full on houses. Though Seamstress would have to RP making said house over time rather then NPCs doing it. Though for those that are screeching like ["BUT WHAT IF THE PERSON DOESN'T FINISH MY HOUSE!??!? ITS BETTER TO JUST KEEP IT THE WAY IT IS!!!!"] I hear you Mr.BootySmasher6969. I understand that that can be the case, but at the same time a Carpenter doesn't finish on schedule if things can happen, but it will also be where they cant gain Experience or build another house if one isn't finished, though im not saying they have to spend 3 years building a house. Plus RP is RP. Whilst around the house Carpenters can gain an increased AP boost for their building. This way they have reasons to do it quickly rather then drag it out because it takes 5 posts to complete a house, but will take 30 minutes IRL time to let everything 'set' so they cant just farm away, the posts have to have 500 characters in order to be counted for the AP boost.
(W.I.P More will be added/ More detailed when I have more time)