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Post by kingofaquilonia on Jul 24, 2015 23:40:26 GMT -5
Not really sure if its a bug to be honest... but it SEEMS as if the amount of crafting XP you get is determined by how expensive the item is. spent 4500 dollars in weaponry to raise blacksmithing got the tiny sliver I needed to get to 24th level in Blacksmithing and a quarter of a level into 25.
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Post by Psionic-Entity on Jul 25, 2015 0:07:58 GMT -5
It certainly does depend on item value.
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Post by kingofaquilonia on Jul 25, 2015 0:22:44 GMT -5
Hmmm... then its still going to take about 10 hours of grinding continuously to get a single skill level in a craft.
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Post by nippon on Jul 25, 2015 0:25:33 GMT -5
Or wait until more content is implemented for higher level PC's to run which would result in higher end items that could be sold for more
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Post by Psionic-Entity on Jul 25, 2015 0:38:17 GMT -5
My take is that incinerating gold for craft XP is extremely toxic and I'm quite unhappy about not having guessed that it would be the dominant behavior. Going forward I want to make deconstructing items a thing as soon as possible, then slash the actual craft XP so that people are never incentivized to literally burn money for experience.
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Post by kingofaquilonia on Jul 25, 2015 0:54:27 GMT -5
I don't see why its toxic? People want character progression. If they are willing to spend their own dime fueling the advancement of their craft then why not?
How slow are we looking to make character progression here? Because I don't think I can do that much grinding. Getting one craft skill to advance a week if you spend 40 hours grinding with the current system is uh.... a little crazy no?
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Post by Psionic-Entity on Jul 25, 2015 1:12:27 GMT -5
Not about speed, it's about current craft skills being totally unhinged from other skills and also completely dependent on how much cash you throw at it. I'd much prefer a system where craft is a lot cheaper to level but very hard to get too far above you or your party members' weapon and armor skills.
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Post by Kaybrie on Jul 25, 2015 1:18:21 GMT -5
My take is that incinerating gold for craft XP is extremely toxic and I'm quite unhappy about not having guessed that it would be the dominant behavior. Going forward I want to make deconstructing items a thing as soon as possible, then slash the actual craft XP so that people are never incentivized to literally burn money for experience. I already said in game, but I'll say it again for posterity, I like this change, a much needed break from the current grind fest and about seals up one of the major points I had to my suggestion thread to. Hoping this helps some other low level crafter's get some skill ups so they can compete to.
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Post by kingofaquilonia on Jul 25, 2015 1:24:21 GMT -5
Pretty sure weapon skills are going to outpace crafting pretty quickly at the current rate.
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Post by drunkensolamnic on Jul 25, 2015 2:34:39 GMT -5
What about tying the xp gain for crafting skills to the related combat skill for the crafter the way xp-gain for combat skills ties to gear levels? This means that PC Crafters would need to be able to use and understand the practical application of what they make before they can progress on to trying new ideas?
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Post by dathi255 on Jul 25, 2015 6:15:37 GMT -5
What about tying the xp gain for crafting skills to the related combat skill for the crafter the way xp-gain for combat skills ties to gear levels? This means that PC Crafters would need to be able to use and understand the practical application of what they make before they can progress on to trying new ideas? Whilst it is a good idea in theory, generally speaking craftsmen only have a decent understanding of how to use what they're making, on the artisan level of things. For example, a Japanese sword smith will generally not be as good with the blade he makes than a trained samurai. Yes, he probably does some tests and makes certain it's up to scratch, and likely would be better than the average peasant, he would still not be considered a 'swordsman' by any degree. Same goes (to my knowledge) for practically every weapon smith in history, aside from when weapons transitioned to gunpowder, as their use and application is essentially point and click. RP wise, I would not like this idea personally.
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Post by drunkensolamnic on Jul 25, 2015 7:43:35 GMT -5
We're not talking about test-driving damascus steel though. We're talking about smucks slapping spikes on armor and having to go let someone hit them to make sure the spikes work as intended and don't just act as convenient hooks for axes to drag them off their feet. We're talking about a guy crazy enough to mount a bayonet under a pistol, to use a shotgun barrel as an axe-handle. These sort of things need to get tested out Myth-Busters style.
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Post by eba on Jul 25, 2015 12:41:53 GMT -5
My take is that incinerating gold for craft XP is extremely toxic and I'm quite unhappy about not having guessed that it would be the dominant behavior. Going forward I want to make deconstructing items a thing as soon as possible, then slash the actual craft XP so that people are never incentivized to literally burn money for experience. Pffft, just put a giant fire pit in the craft area with the sign "burn money here"
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Post by kingofaquilonia on Jul 25, 2015 13:34:07 GMT -5
Yea I'm definitely hoping crafting progression goes a lil faster. There is no way in hell I can keep my blacksmithing on par with my weapon skill at the moment.
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