IDEAS FOR RYZOM


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#1 [en] 

It just seems ridiculous to get the same xp crafting a supreme and a basic item, both of the same quality (level).

I assume the current system is in place is to give the same chance to people using hunt loots, but it's still not making much sense. Fine tune the system if needed, make choice dug equivalent to hunt fine, but make a difference.

After all, if you dig a better grade you'll get more xp. If you hunt a boss, you'll get better xp. No reason for crafting to differ.

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#2 [en] 

Mjollren --

Having done some crafts in so-called real life, I must disagree. (I have done glass Bead-making, cabinetry, metalwork and jewelry.)

A beginning or advancing craftsman learns just as little or as much working with cheap materials as with expensive materials of the same type. The highest quality Italian glass will produce a bad bead just as easily as the cheapest American glass. You can ruin a ring just as easily in silver as in copper. Or you can learn as much when the test is a success. The amount learned is not based on the material. It may be that more is learned based on the complexity of the attempt, but that is currently taken care of by the game mechanic as it counts materials.

The result of a success with high quality materials is, of course, a better piece of art but this is already reflected in the desirability of sup armor, gems, weapons, etc.

Where I see a real problem is that a successfully crafted high quality exe ring of q200 sells to the vendor for the same price as the successfully crafted high quality fine ring of q200. That should not be the case. I might buy a silver ring with minor flaws even if it cost more than a copper one, just because silver is a nicer metal to wear.

In game I always craft with choice mats (and some surface exe that are easy to get), not because I get more xp but because the items are more useful, but that's a different thread.

Crafting skill progression is already limited by speed of digging, especially with xp doubling. It doesn't need a boost. (IMHO, YMMV, ect.)

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#3 [en] 

Well, for it to work like digging the lower grade would have to give less exp than choice, so the real question is, if it is desireable to make crafting, especially levelling wise, more "eco-locked".

How many times can one smith a sword in 3 seconds irl, anyways...

#4 [en] 

One reason you may not want higher xp for crafting with higher grade mats is that crafting xp is based on difficulty; therefore if supreme crafting gave more xp it would have a lower success rate :(

#5 [en] 

Placio (atys)
One reason you may not want higher xp for crafting with higher grade mats is that crafting xp is based on difficulty; therefore if supreme crafting gave more xp it would have a lower success rate :(

Doesnt it already have a lower success rate ?

Last edited by Banaone (1 decade ago)

#6 [en] 

Not to my knowledge, displayed craft success % is based on your craft level, it did not change with choice mats or sups...

#7 [en] 

Ah well, same for me too, i always forget not to trust the wiki :)

As for the chance, if that would mean that basic and fine would have higher chance, it could be a compelling argument.

The fallout on sups really depends on for how many players the "once-per-restart" spawns were projected and how the overall saturation with them is like.
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