Results 1 to 7 of 7

Hybrid View

  1. #1
    Player
    Balbanes's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    487
    Character
    Osarion Durai
    World
    Durandal
    Main Class
    Thaumaturge Lv 39

    [dev1017] Crafted Items' Stats Based on Quality

    Greetings!

    So, this will be a two-part suggestion for the Synthesis process.

    #1 - All player created gear should be signed.
    This will tie heavily into the main suggestion I'm making here which is:

    #2 - All gear crafted by a player should have it's stats based on the quality score of the synth.

    I believe these two changes combined would truly revolutionize the crafting system and give a crafter something to strive for.

    For example let's look at a Decorated Silver Scepter.
    100 different crafters could synth this item, and, barring the occasional and very random HQ, all 100 items will be exactly the same. Where is the craftsmanship in such a system? What is there to make one crafter stand out from the 99 other crafters who made the item?

    I propose that the stats of an item should increase or decrease based on the final quality of the synth.
    **In order to achieve what is the current stat on any given piece of gear, a crafter would need to reach 100 quality during synthesis.** Anything less than 100 would mean lesser stats. Anything higher than 100 would grant higher stats (in various tiers).

    This system would create a real demand for +3 ingredients, giving a boost to Disciple of the Land as well as adventurers who get +3 loot while hunting monsters.

    For simplicity's sake, I also propose keeping the current HQ system, and tying it in to the system I am proposing. HQ +1,2,3 would still give the same percentage bonus to your crafted item.

    Thoughts?
    (0)
    Last edited by Balbanes; 03-09-2011 at 06:22 PM.

  2. #2
    Player
    Aion's Avatar
    Join Date
    Mar 2011
    Posts
    966
    Character
    Aion Zwei
    World
    Masamune
    Main Class
    Gladiator Lv 54
    neat. I played a Korean MMORPG where (almost) every crafted item have a chance to yield random added status/buffs, maybe we can implement it to incentive HQ crafting
    (0)
    Aion Zwei - Masamune

  3. #3
    Player
    MANTASTIC's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Mantastic Voyage
    World
    Famfrit
    Main Class
    White Mage Lv 80
    #1: Yes, why not? I always like seeing random people wear *** I make in other MMOs.

    #2: Dumb. A system that punishes people who are leveling crafting and rewards those who craft things they severely outrank? Isn't that exactly what's in place already? Crafting needs to be quicker, simpler and more fun. I really don't see how this would accomplish any of those.
    (0)
    Last edited by Avalgida; 03-10-2011 at 03:34 AM. Reason: Content was edited by Moderator due to violation of Forum Guidelines.

  4. #4
    Player
    TempestReve's Avatar
    Join Date
    Mar 2011
    Location
    Hampton, Virginia
    Posts
    54
    Character
    Tempest Reve
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    I'm going to have to say if they did that it would be a MASSIVE pain in the butt to search for the item you wanted in the wards. Using your same example of the Decorated silver scepter, lets say for simplicities sake that they did 5 tiers of stats (every 20 Quality) on TOP of the three HQ tiers... now SE would either have to add every possibility under the search menu, or you would have to run your butt into every ward that its listed in to check, one by one each seller to see if they have the one you wanted. Then you have HUNDREDS of people that can make it, selling every tier, where you have to sift through them ALL.

    A simpler idea would be just to have the HQ's have a tiny bit of a buff to the item in some way and the wards (when your using the search function) to have maybe the listed HQ's in a different colour.
    (0)

  5. #5
    Player
    Balbanes's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    487
    Character
    Osarion Durai
    World
    Durandal
    Main Class
    Thaumaturge Lv 39
    Quote Originally Posted by TempestReve View Post
    I'm going to have to say if they did that it would be a MASSIVE pain in the butt to search for the item you wanted in the wards. Using your same example of the Decorated silver scepter, lets say for simplicities sake that they did 5 tiers of stats (every 20 Quality) on TOP of the three HQ tiers... now SE would either have to add every possibility under the search menu, or you would have to run your butt into every ward that its listed in to check, one by one each seller to see if they have the one you wanted. Then you have HUNDREDS of people that can make it, selling every tier, where you have to sift through them ALL.

    A simpler idea would be just to have the HQ's have a tiny bit of a buff to the item in some way and the wards (when your using the search function) to have maybe the listed HQ's in a different colour.
    Yeah, I hadn't thought about this little side-effect. However, I'm convinced that the idea could work if all the details and potential problems were ironed out.

    The wards would need to have the search function changed for this. They need to have it tweaked and improved anyway, though really. The least of which should include designating an HQ item when searching. Also, the amount of results given in the search needs to be much higher.

    Another idea to make this work a little better is player housing. A moghouse/EQ2 style housing situation with the ability to sell FROM that house would make this idea work better as well. Also, the ability to search sales from player housing.
    (0)

  6. #6
    Player
    MANTASTIC's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Mantastic Voyage
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Better idea: remove the random from HQ(IE: 100 quality = HQ1, 200 = HQ2, 300 = HQ3) and give real consequence between the choice to craft quickly and the choice to craft for quality.
    Example1: a player leveling goldsmith is making a decorated silver scepter. He is not concerned with how the item turns out, only how much SP he gets and how long it takes. He puts in the materials for the scepter and hits standard, which brings up a DoL-style minigame of some sort. Simple and done, he is rewarded with his SP and a NQ decorated silver scepter. If instead he wanted to go for an HQ, he would have hit bold at the outset, and maybe had to go through 3 or more rounds of the minigame. If he was successful, he would likely come out with at least a +1, but at the cost of time to do so.

    Rapid is gone in my butterfly-filled dream land, too. Standard and rapid overlap by design. There's little point to having the two, both now and in the example above.
    (0)

  7. #7
    Player
    Balbanes's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    487
    Character
    Osarion Durai
    World
    Durandal
    Main Class
    Thaumaturge Lv 39
    Shameless self-bump
    (0)