Player suggestions for Crafting: Difference between revisions
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RANGERMAHTRA (talk | contribs) (Added notes about TT216, which added a T12 brazier.) |
m (Added a suggestion to add smaller than MT autoloot containers to the tailoring book.) |
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| Binu/CU || Allow crafting of Mortars, bellows, clamps, bowls, and any tool a player may need for crafting || High - some items can be hard to find, raising the barrier of entry into these professions || Remedies, forging || |
| Binu/CU || Allow crafting of Mortars, bellows, clamps, bowls, and any tool a player may need for crafting || High - some items can be hard to find, raising the barrier of entry into these professions || Remedies, forging || |
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| Multiple people || Herb to cure disease. <s> Combo herbs for wounds the way we have cebi and hisan for scars." </s>|| |
| Multiple people || Herb to cure disease. <s> Combo herbs for wounds the way we have cebi and hisan for scars." </s>|| <s>high - Help necros out here</s > low || Remedies || marram, flamestalk, dioica, and belradi released and cover all wounds and scars. Two MT options that cover all wounds/scars as well.<br/ >Necromancer spell [[Resection]] released which gives necromancer a way to self-cure disease, reducing the priority for a herb option. |
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| Hanryu || Allow foraging in all rooms with presses/grinders for herbs. || medium - If I had to choose, I'd rather have the herbs available in societies, but this is an either/or to that in a way. || Remedies || |
| Hanryu || Allow foraging in all rooms with presses/grinders for herbs. || medium - If I had to choose, I'd rather have the herbs available in societies, but this is an either/or to that in a way. || Remedies || |
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| Kythryn || Offer a technique that allows freshly foraged herbs to offer a small amount of healing (ala. the old foraging system) || low - not needed for training however in the past, being able to forage and eat your own herbs immediately was a "gateway", promoting an interest into Alchemy. || Remedies || |
| Kythryn || Offer a technique that allows freshly foraged herbs to offer a small amount of healing (ala. the old foraging system) || low - not needed for training however in the past, being able to forage and eat your own herbs immediately was a "gateway", promoting an interest into Alchemy. || Remedies || |
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| Nawain || Add toggle to display remedies as <herb> <remedy type> or <body location> <remedy type> || low - not necessary, but many people have substitutions to show, as an example, nemoih unguent instead of head unguent || Remedies || |
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==Blacksmithing== |
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|+ Player Suggestions for Crafting |
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! From !! suggestion !! impact rating !! related craft !! Notes |
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| Sekmeht || Mining versions of the Techniques for Lumberjacking in [[Shaping_techniques]]. Basic Mining, Improved Mining, and Mineral Enlightenment. These would help improve yields, decrease the chance of disasters striking, yield higher-quality ore, and make rare ore more readily identifiable during mining. || Medium || Blacksmithing || |
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| Multiple people || Allow reclamation of crafted materials, such as Stone, bone, leather, cloth || Medium - This is extremely frustrating, especially for rarer materials. So much wastage. || Carving/Tailoring || |
| Multiple people || Allow reclamation of crafted materials, such as Stone, bone, leather, cloth || Medium - This is extremely frustrating, especially for rarer materials. So much wastage. || Carving/Tailoring || |
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|Binu |
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| Multiple people || Allow combining of Stone pieces || Medium - This is extremely frustrating, especially for rarer materials. So much wastage. || Carving/Tailoring || |
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|Add autoloot container instructions to the tailoring book that cap out at smaller sizes than the MT/rare ones. Maybe the craftable range could be somewhere around 25-50 items. |
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|Medium |
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|Tailoring (leather and cloth) |
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==All & Multiple Disciplines== |
==All & Multiple Disciplines== |
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| Hanryu || Crafting buffs should operate like all other buffs. ie: fix the bug where they _show_ 20% in exp mods, but are actually only 1/2 strength || high || multiple crafts || |
| Hanryu || Crafting buffs should operate like all other buffs. ie: fix the bug where they _show_ 20% in exp mods, but are actually only 1/2 strength || high || multiple crafts || |
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| Sekmeht || NMU's (Barbarian/Thief) need an ability to at least obtain a 20% buff natively. The 11% boost from PHOK wands produces a big disadvantage at cap. || high || multiple crafts || |
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| Sekmeht || Balancing of T12 templates with materials. It's pretty silly to not be able to complete some items fully capped out with techniques (1750 ranks) in a craft but not be able to complete the "hardest" combinations of instructions and materials || high || multiple crafts || |
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{{cat|player suggestions}} |
{{cat|player suggestions}} |
Latest revision as of 23:06, 18 November 2024
Spawning from This post by GM Zadraes on the official Discord Binu and I (Mahtra) collated the suggestions that players made in that thread, we cleaned them up, re-worded and merged them. The Impact Rating field is entirely subjective, based on our opinion at the time this page is created. Where possible, names of those who suggested were kept, unless multiple people suggested the same/similar things.
Alchemy
From | suggestion | impact rating | related craft | Notes |
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Multiple people | Add herbs to societies: Blue Flowers, Hulij Leaves, Dioica Sap, Belradi Moss, qun pollen (also normalize blue/red flowers across all societies) | high - allows progression of training | Remedies | |
Binu/CU | Allow crafting of Mortars, bellows, clamps, bowls, and any tool a player may need for crafting | High - some items can be hard to find, raising the barrier of entry into these professions | Remedies, forging | |
Multiple people | Herb to cure disease. |
Remedies | marram, flamestalk, dioica, and belradi released and cover all wounds and scars. Two MT options that cover all wounds/scars as well. Necromancer spell Resection released which gives necromancer a way to self-cure disease, reducing the priority for a herb option. | |
Hanryu | Allow foraging in all rooms with presses/grinders for herbs. | medium - If I had to choose, I'd rather have the herbs available in societies, but this is an either/or to that in a way. | Remedies | |
Kythryn | Release uncommon, rare and very rare base herbs to increase the potency & efficacy of current Remedy patterns. | low - not needed for training however the discipline doesn't have much variation in results except based off skill & catalysts. | Remedies | |
Kythryn | Offer a technique that allows freshly foraged herbs to offer a small amount of healing (ala. the old foraging system) | low - not needed for training however in the past, being able to forage and eat your own herbs immediately was a "gateway", promoting an interest into Alchemy. | Remedies | |
Nawain | Add toggle to display remedies as <herb> <remedy type> or <body location> <remedy type> | low - not necessary, but many people have substitutions to show, as an example, nemoih unguent instead of head unguent | Remedies |
Blacksmithing
From | suggestion | impact rating | related craft | Notes |
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Sekmeht | Mining versions of the Techniques for Lumberjacking in Shaping_techniques. Basic Mining, Improved Mining, and Mineral Enlightenment. These would help improve yields, decrease the chance of disasters striking, yield higher-quality ore, and make rare ore more readily identifiable during mining. | Medium | Blacksmithing |
Enchanting
From | suggestion | impact rating | related craft | Notes |
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Vlachodimos | Add at least one Tier 12 recipe to artificing. There's currently none and it makes learning in the 1500+ range much slower and impossible to get hard work orders at that point too | high - allows progression of training | Enchanting | TT216 adds a T12 recipe, but doesn't address the core of this request, since braziers can't really be used in workorders. |
Done in TT216 | ||||
Done in TT131 | ||||
Inneth | Perceiving sigils whilst remaining invisible please | low - Can have Social Outrage implications | enchanting | TT131 allows harvesting whilst invisible, which is immensely appreciated. This ask is to bring `perc sigil` in line with `perc mana` which can be done wholly whilst invisible. |
Kali | Make Shard supply room crate items match Crossing - specifically the wand. | Low - QOL increase but not system-breaking | Enchanting | |
Zorthuric | Bring back astral guide creation | Low - Cool Factor | Enchanting |
Engineering
From | suggestion | impact rating | related craft | Notes |
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Multiple people | Carving lockpicks brought into Engineering | medium - Thief lockpick carving is a wasted "class" thing at the moment. | Engineering | |
Multiple people | Allow reclamation of crafted materials, such as Stone, bone, leather, cloth | Medium - This is extremely frustrating, especially for rarer materials. So much wastage. | Carving/Tailoring | |
Multiple people | Allow combining of Stone pieces | Medium - This is extremely frustrating, especially for rarer materials. So much wastage. | Carving/Tailoring | |
Scrounger | bone and stone tools | low - Carving knives specifically are just terrible in both bone/stone. Lots of options here for tools templates, plenty of unused and unusable bone/stone | all | |
Kythryn | Released as MT item. |
Forging
From | suggestion | impact rating | related craft | Notes |
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Binu/CU | Allow crafting of Mortars, bellows, clamps, bowls, and any tool a player may need for crafting | High - some items can be hard to find, raising the barrier of entry into these professions | Remedies, forging | |
Multiple people | Do something with advanced marks. Maybe an automated system for people to choose "custom" marks like 2021 HE's gift? | low - This might be a neat TT by itself, but in terms of things broken in crafting... this is low priority | Forging | |
Looks to have been done across multiple TTs. Tracked at Crafting_halls | ||||
Kythryn | Different renta-forge (instanced forges) portals from free access | medium | Forging | At least in the case of the Shard forge, the rent-forge portals are "doors" and the standard free portals are also a "door". So if you are not paying attention and just "go door", instead of say "go hickory door" and you have the coin on you, you just pop into the rentable one. I'd like to see either the rent ones turned into some other portal type (ie. arch, gap, alcove, etc.) or have a short confirmation RT placed on entering so you need to do a confirm "go door" if you want the rent space instead of the free one. |
Done in TT190 |
Outfitting
From | suggestion | impact rating | related craft | Notes |
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Multiple people | Allow reclamation of crafted materials, such as Stone, bone, leather, cloth | Medium - This is extremely frustrating, especially for rarer materials. So much wastage. | Carving/Tailoring | |
Binu | Add autoloot container instructions to the tailoring book that cap out at smaller sizes than the MT/rare ones. Maybe the craftable range could be somewhere around 25-50 items. | Medium | Tailoring (leather and cloth) |
All & Multiple Disciplines
From | suggestion | impact rating | related craft | Notes |
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Nideya | Increase access to, and availability of rare materials | low - "would be nice if" | all | |
Multiple people | RT reductions (with commensurate rewards reductions?) | low - this would just be nice to have at this stage | all | |
Scrounger | Custom recipe books so we can scribe commonly used patterns and not need to carry all books around all the time. | low - This could be an awesome MT item... | all | |
Done in TT140 | ||||
Binu/CU | Craftable consumables (pins, oil, lotion, stain, hilts, etc). These not being master crafted causes problems with the higher tier templates combined with low workability materials. | high - high tier recipes are impossible without | multiple crafts | New HE447 shop More Tool You provides some access to better consumables. No crafted option yet as of HE447 |
Binu/CU | Separate registers (or sections in the main register) for leather, cloth, bone, stone, wood, and metal. | medium - Akin to other games having crafting dedicated containers | multiple crafts | |
Hanryu | Crafting buffs should operate like all other buffs. ie: fix the bug where they _show_ 20% in exp mods, but are actually only 1/2 strength | high | multiple crafts | |
Sekmeht | NMU's (Barbarian/Thief) need an ability to at least obtain a 20% buff natively. The 11% boost from PHOK wands produces a big disadvantage at cap. | high | multiple crafts | |
Sekmeht | Balancing of T12 templates with materials. It's pretty silly to not be able to complete some items fully capped out with techniques (1750 ranks) in a craft but not be able to complete the "hardest" combinations of instructions and materials | high | multiple crafts |