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Crafting, Gathering Resources, and Farming Monsters

Discussion in 'Design Discussions' started by MWTaylor, 29 July 2017.

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  1. Sero

    Sero Menhir Sentinal
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    Trueforge should come built in sure, but if they raise the rates at which gear is crafted the durability on the gear needs to be lowered, so theres a higher turnover rate to combat the increased abundance of gear.
     
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  2. Down Syndrome

    Down Syndrome Fire Elemental
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    So this is saying salvaging say 1h clubs is going to give weaponsmithing gains? Does that mean it has to be a weaponsmithing mastery weapon to give weaponsmithing mastery gains? Is it going to give resources as well?
     
  3. kilrain

    kilrain Shadow Knight
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    We don't want to provide resources that could cause more harm to the economy.
    Yes a 1 handed weapon would provide xp for all weaponsmithing, but it's rank + durability vs the skill level (including mastery) would determine the amount of experience gained. A rank 1 sword is going to provide very little to mastery, but an r70 would give considerably more to a newbie crafter.
     
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  4. Sero

    Sero Menhir Sentinal
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    I'm not sure this will tackle the low dura wearers effectively. Crafting experience is only valuable to a certain point, and to certain people.

    : /
     
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  5. kilrain

    kilrain Shadow Knight
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    But quite valuable especially with a global market.
     
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  6. Gaius_Octavian

    Gaius_Octavian Goblin Warrior
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    As long as we're talking basic gear, sure. I don't think the durability should get messed with on anything that requires rare ingots. Iron and wood are such a small part of the cost of those pieces anyway.

    Edit: Honestly anything that is worth using an enchant on shouldn't be messed with. I would hate to go through even more blackbolts than I already do.
     
    #86 Gaius_Octavian, 31 July 2017
    Last edited: 31 July 2017
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  7. Sero

    Sero Menhir Sentinal
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    Except it should. Because an infernal chestpiece has like 120 dura at max trueforge, which is insanity if mats are going to become more abundant.

    Weapons I don't think should take as hard as a hit as armour, seeing as how weapons durability drains faster.
     
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    #87 Sero, 31 July 2017
    Last edited: 31 July 2017
  8. Down Syndrome

    Down Syndrome Fire Elemental
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    Then this has a finite use. Eventually everyone that wants to have their crafting skills raised will and there's no free market for the price since vendor price will determine the floor. Unless you can get a price quite a bit higher than the vendor price it wouldn't be worth the time/effort to even sell the junk gear to other players, you'd be better off selling to the vendor in most cases. It's not like anyone's going to hold onto items for any players that join the game later because of limited bank space. Even if you were just going to have the items turn into like repair shards or something it would at least retain some use later on in the game's life.
     
  9. Gaius_Octavian

    Gaius_Octavian Goblin Warrior
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    As I said in my earlier post, I hope, and I was under the impression, that the idea was to make basic gear (plate/bone/r40) more accessible and usable. Making iron and whatnot more accessible has absolutely no impact on infernal. I don't think higher end gear should be easy to get, I like that it has value.
     
  10. rikilii

    rikilii Celestial

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    My impression was that they would make basic gear better relative to rare stuff. It's already very accessible, as in 15-20 min. worth of farming for a gear bag, including an R50 weapon.
     
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  11. MULQ

    MULQ Goblin Warrior

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    Just came here to mention the obvious one more time:

    Remove skinning.
     
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  12. Grimtide

    Grimtide Evil Eye
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    why not just make it skin while the graves open or shorten the timer on graves once it's been opened so they go away faster? I can tell you farm low tier fast spawning mobs :p

    Alternatively they could just put the skins on the grave.
     
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  13. MikeJT

    MikeJT Black Knight
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    This. Skinning encourages players to move on from low tier mobs and I don't think it should change.
     
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  14. Goretusk

    Goretusk Goblin Shaman
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    ALCHEMY is so broken people don't even talk about it. make the combines 5:2 not 5:1. make recipes that call for q5 mats accept the combined versions, remove all potions greater then Mediums on mobs. create work for these crafters.

    *and make rune stones craftable. : 2k gold + 2 vel ore + 2000stone
     
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    #94 Goretusk, 31 July 2017
    Last edited: 31 July 2017
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  15. Hoodie

    Hoodie Goblin Scout

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    Could a Developer please clarify for me who this patch is really for?

    looking through the patch i feel like its better for newer players to help with the starting grinds which i really like helping people start is good. But at the same time we already have a decent population BEGGING for content. I just feel like this was rushed and an incomplete patch if anything. when meaningful changes could have been done, the pvp around selentine golems is even going away as people are stocked up on seletine. could we have like a weekly rotations of mobs that get a buffed loot table to make those hotspots? so next week for example evil eyes drop MORE q4 bile in select spawns that are marked on the map. and there can be a rotation at random or announced and have monthly list.
     
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  16. Inkarnation

    Inkarnation Frostjarl
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    wheres my 100 tasks
     
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  17. Funky zeit

    Funky zeit Infernal
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    What about food? there is no easy food to be made, bring back old bread recipe :(
     
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  18. AbyssWalker

    AbyssWalker Air Elemental
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    dont add any extra gains,because everyone have everything and everyone is maxed with 400+ hp
     
  19. Grisvok

    Grisvok Skeleton Archer

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    I mean it's kind of obvious the 100 or so of us still playing are maxed. The patch is for the people who never got that far.
     
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  20. NonFactor

    NonFactor Forest Golem
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    everyone?

    u means, all vets right?
     
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