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Artificing and Alchemy; Suggested Additions
#1
Time for another crafting-tree suggestion thread!

Artificing-General
  • Keeping items Pristine should have an ore cost, preferably a percentage of the cost of the weapon. Each tier of weapon requires an artificer of the same tier to repair it; i.e. a Mythril sword requires a T2 artificer.
  • Armour should also require to be kept pristine.
  • There should be a greater malus to having un-maintained armour/weapons to encourage people to keep their weapons well maintained; this makes the Artificing tree a little more long term profitable, like alchemy.
  • Artificer should gain two types of consumables; Whetstones (which cost more ore than a artificer repair, but have multiple uses) and Armour Maintenance Kits (same as Whetstones.) These can be used by non-artificers to Pristine their items, and -as mentioned above- have multiple uses. Each tier of artificing should have one of these, for the respective tier.
  • The Forger and year that a weapon was forged should be automatically applied to a weapon.
  • People who have the Masterwork ability should be able to assign a custom [UNIQUE]-esque tag to mark their pieces as being made by a famed Artificer; i.e. a weapon made by Dun Task might be [DUNFORGED].
Artificing-Specialisations

  • A specialisation is a mutually exclusive buy in by a T1 crafter to reflect a them as being a master in a certain area of their craft. Should probably cost RPP.
  • Armourer: Makes all forged armour automatically have the 'Uncommon' property applied to it. Maybe gives access to cheaper armour; i.e. a Mythril chestplate that can be made with 4 instead of 6 mythril to reflect advanced make on the normal forging process.
  • Weaponsmith: Makes all crafted weapons automatically have the 'Uncommon' property applied to it. Perhaps grants access to cheaper weapons, akin to what was suggested above.
  • Runewriter: Runes that cost less energy, or perhaps slightly better runes, stat-wise.
Alchemy-Specialisations
  • Transmuter: Unlocks recipes to transmute ore into different kind of ore; higher quality transmutations to lower quality give greater quantity, and vice versa. Perhaps the ability to transmute rarer ores into special, transmuter only ores.
  • Potioncrafter: Gives potions longer durations, or greater effects.
  • Herbalist: Makes medical-based Alchemy recipes more effective; i.e. Lax Essence that relieves 75% of a temp, etc. Lock the White Oil recipe behind this.
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#2
1) Pristine costing ore and also making it where you need to pristine armor seems like a hassle. More hoops to jump through.
2) Having the year/forger of the weapon be added automatically is a good idea initially but will hamper those who perhaps want their name elsewhere in the description? Or perhaps not mentioned at all for [x] reasons?
3) You can already choose a custom UNIQUE tag, because with Masterwork you can ONLY apply it when you're apping to upgrade the weapon. That's what was told to me last ts on Ophelia.
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#3
You are never not going to want your weapon pristine, and most people do not even charge to sharpen your weapon. So pristine armor would just be another hoop to jump through as Milly stated, however I do agree that a tier system would be great to have for repairing.
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#4
I don't see the extra "hoops" as an issue especially considering how the rest of the suggestion addressed it. Sure without the addition of whetstones and maintenance kits it would be a hassle, but considering the extra coin everyone sees flowing due to quests it would be another item for Artificers to put into stores to compete with the overwhelming amount of profitability alchemy itself has by comparison.

Without the pristine restoration items it would be a pain in the ass, but those alleviate it easily enough in a flavorful way. Especially if a greater penalty is applied for degrading armor. Furthermore with the addition of degradation classes it would add an interesting angle for Event items. E.g., receiving a legendary weapon or piece of armor in a ruined state then going on further events to restore it would be an interesting alternative to what we have now for receiving said items.
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#5
Please God 2 points of vit isn't worth 1k energy why must i suffer the "enchant this pls" curse.
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#6
The ore requirement to keep things pristine is a bit silly. It's weapon maintenance. It's also just eating up time for no big reason.

I do like the idea of needing to be the right tier to repair something, though! Whetstones would also be a cool addition. Right now I feel artificing can't properly mass sell things like alchemists can. People aren't always in need of a new weapon, especially when people will make them for free, so whetstones would be a fun addition, instead of every tier 5 artificer understand the intricacies of my tier 1 blade and its masterfully produced runes.

I think specializations would be cool. But instead of specializations merely making you better at stuff, I think it'd be far more interesting if you needed different specializations to craft different tier 1 items, with each costing 2. This wouldn't bar people from going into tier 1, but would however create a bit more scarcity.

(11-03-2020, 10:27 AM)mat13295 Wrote: Please God 2 points of vit isn't worth 1k energy why must i suffer the "enchant this pls" curse.

Demand payment, you nerd.
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#7
Having the pristine condition last for FIVE YEARS is too long. Lower it to one year, and that should be fine.
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#8
(11-03-2020, 09:58 PM)BabyFatJesus Wrote: Having the pristine condition last for FIVE YEARS is too long. Lower it to one year, and that should be fine.

Yeah, but then you'll have people knocking on your door every five minutes to fix all their stuff. Maybe make it based on tier? With tier 1s lasting 3 years, tier 2 last 4, tier 3 and higher lasting 5. Artificers definitely need more consistent work, but that might be taking it a bit too far. This is even true-er if armor would also need repairs.
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#9
The entire point would be so that artificers got work. So yeah, why not 1 year? Or they could make it so that to repair, you need to use a charge on the anvil, and the anvil determines the bonus + duration? Or set duration, but the bonus gets better. But that just leads to the problem I'll state below, which is -

As it stands, outside of having a golden anvil and selling rares/ultras (Somehow managing to get enough money for a golden anvil in the first place) is the only real money in Artificing. Everything else is pennies compared to Alchemy / gathering / mining.

As a side note, isn't Chance pushing a crafting update soon? IDK what merit there is in talking about this, until we see the changes.
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#10
(11-04-2020, 02:19 AM)Kreydis Wrote: The entire point would be so that artificers got work. So yeah, why not 1 year? Or they could make it so that to repair, you need to use a charge on the anvil, and the anvil determines the bonus + duration? Or set duration, but the bonus gets better. But that just leads to the problem I'll state below, which is -

As it stands, outside of having a golden anvil and selling rares/ultras (Somehow managing to get enough money for a golden anvil in the first place) is the only real money in Artificing. Everything else is pennies compared to Alchemy / gathering / mining.

As a side note, isn't Chance pushing a crafting update soon? IDK what merit there is in talking about this, until we see the changes.

Even then it seems a bit much. Let's say whetstones and armor maintenance would be added. That would be that (assuming a player has just armor, leggings, and a weapon and nothing more) with an average of 100 players, Artificers would have to produce around 300 whetstones/repair things themselves every 5 days.

I think adding (tiered) repairs, (tiered) whetstones, and having pristine for armor would be enough to add a lot of work to artificers. If a pristine timer change was added, I think 3 years of pristine for Tier 1, 4 years for Tier 2, and 5 tears for Tier 3+ would likely already give us plenty of work.
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