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Post by sporked on Jul 27, 2015 1:04:41 GMT -5
At the moment in order to rank up a crafting skill you have to go through some 1000's of clicks just spamming whatever item to get those ranks (At least that's how it is for tailoring.. 30-50 augmented boots to get a rank, really? ;_;). It isn't particularly fun.
So what if each craft had a research option, you don't get anything out of it, and it costs a bundle; but it grants a decent/good chunk of progression each use? Basically bank rolling your skill as you do now, but with a good 999 less click spamming.
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Post by judicator on Jul 27, 2015 1:13:26 GMT -5
I think the big-picture goal is to move crafting away from merchant-to-craft and more to explore-harvest-craft.
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Brooker
Just Wandered In
The truth doesn't matter, It only matters what the people believe.
Posts: 25
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Post by Brooker on Jul 27, 2015 9:06:04 GMT -5
Research could work along side the current craft system. Have a library and a range of subjects for research. Researching would need to drain stamina so you can't just click on read a topic and walk away from your computer.
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Post by TheDullahan on Jul 27, 2015 12:21:57 GMT -5
- Deconstructing items for craft XP has been made possible, but we're going to do some closed testing on it first. Expect this to eliminate or vastly reduce the practice of spending cash to level crafting skills. This, when it's in, hopefully makes crafting less about whoever has the most bucks to throw at it. But, keeping the buck-void as a research option would probably be pretty helpful, as long as both options aren't/can't be abused so people can hit the higher levels way too soon.
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Post by modular on Aug 4, 2015 12:50:12 GMT -5
A few points on Alchemy -
Alchemy, perhaps more than any other craft, could benefit from this.
I have reached 13 Alchemy, and at that level, I have made well over a hundred stacks of potions, so many I have lost count, just to get to the Y on the alchemy bar. Since then, I made thirty more stacks, hundreds of bucks worth - and gained less than the length of Alchemy again on the bar. The increase on alchemy gain is painfully slow, at the priciest and most powerful potions craftable.
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Post by electrohydra on Aug 4, 2015 12:56:11 GMT -5
I can second that. I'm only at alchemy 8 and I'm estimating that to gain one more level of alchemy I'm going to need to craft around 2-3000 potions, all at max level.
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Post by FoogooFish on Aug 4, 2015 13:45:41 GMT -5
Thirded. I've only gotten started with my PC's Alchemy training, and I've already realized how money- and labor-intensive it is as a craft. Being able to %decon some of the level 31 potions found in loot drops would be a definite boon.
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Post by modular on Aug 4, 2015 14:01:01 GMT -5
Also, can we minimize some of the clicking involved? It takes five ingredient clicks on five component fields, to make a potion. It's Carpal Tunnel Simulator 2015.
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Post by drunkensolamnic on Aug 4, 2015 14:23:40 GMT -5
What I'm hearing is that due to a flooded potion market they're going to get cheaper?
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Post by modular on Aug 4, 2015 14:26:29 GMT -5
Even if I sold them at cost - which I do, to certain parties, the actual progression of crafting is ridiculously slow. I've made hundreds on hundreds for people, given them away, sold them at cost, sold them at profit - and I'm only at 1/3rd of my level progress.
The sell cost has never been a problem - even when I offer at cost, people only buy certain amounts, don't go through them all, and don't buy for a while.
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Post by electrohydra on Aug 4, 2015 16:38:24 GMT -5
Probably not, the price is low enough that whatever potion makers sell them at, it probably won't be affecting sales much. And they can't get much cheaper without being under cost, which, while being probably the optimal way to level alchemy, doesn't make much sense from an IC standpoint.
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Post by modular on Aug 5, 2015 23:11:50 GMT -5
Also, it'd be nice if we had crafting options for potions that were max recipes for our levels - otherwise it's more than 15 clicks to select ingredients and craft potion stacks.
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Post by nippon on Aug 6, 2015 2:03:38 GMT -5
I'd love a direct money-sink to further progression rather than creating random stuff to scrap. Crafting will always require an investment of either time or money. More often than not time = money. I don't like the randomness of decon'ing stuff you find dungeon crawling at all. Filling 30k's worth of orders for armor and seeing no progression on your craft bar sucks too (Past couple days of the decon change). Unless you completely take out the 90% of crafting cost (creation fee) going out and harvesting components is still going to put the crafter looking to advance their skill out some serious cash. To my understanding, the stuff that needs to be found right now is mithril/titanium/some crazy mushrooms that make better recipes.
As some of the alchemists out there know, not everyone is gonna come to 'you' to get stuff. So how does one proceed in their field? Enter the proposed research money-sink thingie posted up there. Make it capped to once a day or something so it can't be 'abused' but one can still see steady progression.
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