Crafting/Feedback: Difference between revisions

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===Outfitting===
===Outfitting===


*Combining two pieces of armor results in both armor pieces being turned into cloth.<br>
*Combining two pieces of armor results in both armor pieces being turned into cloth.
::''>get hood''

::''You get an insulated fine silk hood with fitted seams from inside your money bag.''
>get hood<br>
::''get mask''
You get an insulated fine silk hood with fitted seams from inside your money bag.<br>
::''You get an insulated fine silk mask with fitted seams from inside your money bag.''
>get mask<br>
::''combine''
You get an insulated fine silk mask with fitted seams from inside your money bag.<br>
::''You combine the bolts of cloth together.''
>combine<br>
::''count cloth''
You combine the bolts of cloth together.<br>
::''You count out 11 yards of material there.'' --[[User:Danoryiel|Danoryiel]] 22:23, 8 May 2013 (UTC)
>count cloth<br>
You count out 11 yards of material there.<br /> --[[User:Danoryiel|Danoryiel]] 22:23, 8 May 2013 (UTC)


*Zenganne cloth loses it's material properties when appraised careful once it is made into armor.
*Zenganne cloth loses it's material properties when appraised careful once it is made into armor.

Revision as of 16:09, 11 June 2013


Created to assist GM Kodius with his work, this is a page for collecting bugs, annoyances and suggestions concerning the new crafting system. This is not an official page on which to report bugs; it is intended to be a central list for the convenience of GM staff and the DR community. To report a bug, please ASSIST or use the BUG command in-game, or post on the appropriate DR message board.

When you make an entry below, please include a timestamp --~~~~ (the squiggly lines button in the command bar just above the edit window) just like you would on a talk page.

If/when the bug is resolved, please go back and strikethrough your entry by enclosing it with <s> and </s> to indicate the issue has been closed. Please keep the main page's list concise. Long discussions may go on the talk page.

  • This page was last updated on Tuesday, June 11, 2013 at 11:09:07 AM GMT.

Bugs

General

  • Typo - when cutting an ingot (push ing with cutter) it says that the item cannot be pushed. Cutting it works fine.
  • Small thing: If you GIVE a logbook with an expired WO to a crafting trainer, it does not clear to WO like the logbook indicates
    Work around: asking for another WO. --Otterino 03:45, 11 May 2013 (UTC)
  • Typo: ingot deeds use "a" instead of "an". "a ingot silver deed", for example.--Antendren 12:19, 30 May 2013 (UTC)
  • If you deed a partially completed item, the quality of the item isn't listed correctly on the deed.--Antendren 15:26, 8 June 2013 (UTC) Working as intended, according to GM Kodius. -Moderator Caraamon Makdasi(talk) 22:05, 11 June 2013 (UTC)

Alchemy

Enchanting

Engineering

  • Some items don't assemble with cords sold in the crafting halls: bone pendant, bone locket, and stone locket.
    However, stone pendant and stone bola have no troubles with cords.
  • There's a problem with tables: the adjective of the table is the adjective of the slab used to make it. The adjective of the slab used to be the material, but the naming convention of crafted items was changed to use thick and such instead of the material; so now the tables come out with two adjectives and no material name. Ugly. Otterino 04:16, 27 May 2013 (UTC)

table made before: a rough obsidian table
table made now: a rough thick table

Forging

  • Full body armor uses more metal than the sum of its parts. Covering torso, arms and legs with mail, for example, requires 90 volumes if you use a hauberk, and 75 volumes if you use any other combination of pieces. The same holds with all the hauberks and all the full plates. Working as intended according to Kodius.
  • Attempting to repair not-damaged-enough tools with plural nouns still uses singular is:

The square rifflers is not damaged enough to warrant repair. --Otterino 04:43, 11 May 2013 (UTC)

  • Material quality is penalizing smelting.--Antendren 23:30, 29 May 2013 (UTC)
  • When temering tools, messaging indicates that the item is a weapon when analyzing and at the oil step: Otterino 00:44, 5 June 2013 (UTC)
The metal must be turned to ensure even heating in the forge. You should hold some tongs and then TURN the weapon with the tongs to continue the tempering process.
You break the cooled clay off from around your needles and then reassemble the weapon. Next, you unwrap and dampen the oil cloth and throughly clean the metal's surface.

Outfitting

  • Combining two pieces of armor results in both armor pieces being turned into cloth.
>get hood
You get an insulated fine silk hood with fitted seams from inside your money bag.
get mask
You get an insulated fine silk mask with fitted seams from inside your money bag.
combine
You combine the bolts of cloth together.
count cloth
You count out 11 yards of material there. --Danoryiel 22:23, 8 May 2013 (UTC)
  • Zenganne cloth loses it's material properties when appraised careful once it is made into armor.
  • Rucksacks do not show the maker's mark in the look description --Danoryiel 22:23, 8 May 2013 (UTC)
  • Spinning wheels and Distaffs do not list yarn as an adjustable item.
  • Studying the sealing page tells you to RUB wax on the item, instead of APPLY.
  • The messaging from reading and studying the page for rare tailored armor sealing is vastly different from tailored armor sealing even though they should be the same basic process.
  • analyzing a spinning wheel loaded with fibers results in no messaging.
  • analyzing a loom results in double messaging and RT for the loom. Otterino 00:56, 5 June 2013 (UTC)

Annoyances

General

  • If I get a workorder, and I already have all the ingredients made, I can turn in that workorder immediately, but then I can't get another workorder until the timer has run down. It'd be nice if turning in a workorder cleared the timer for asking for a new one.
  • Tool repair roundtimes are way too long. Repairing a full set of tools takes 2-3 minutes, which is more than it takes to use the tool repair vendor. The convenience of not having to travel is nice, but hard to justify for 3-4 technique slots.
  • Deed packets should be available for purchase in all crating halls. Currently missing: Riverhaven Outfitting Society, Crossing Outfitting Society, Crossing Engineering Society.
  • When you've bundled items with a logbook, it should allow you to unbundle (instead of untie) the items from it.

Alchemy

Enchanting

Engineering

  • No storebought bone material is available.
  • No stonecarving items are available past Tier 10 difficulty (Difficult). Training caps out very early with stone. Bonecarving is not that much better with no items past Tier 11 difficulty (Very Difficult).
  • Many carving techniques are useless and appear to support items that don't currently exist. Only a couple techniques are even worth taking.

Forging

  • Blacksmithing has no techniques for reducing RT like Weapons/Armor.
  • Requiring 2 useless pre-req technique slots just to craft Maker's Marks is overkill.
  • Crossing forge annoyances: 1) No grindstone by anvils. Cannot perform full weapon creation (or armor lightening) without leaving anvil and risking losing your spot. 2) Only 3 arches despite being by far the most demanded crafting location. 3) Fourth anvil is dangerous due to frequent Elpazi invasions
  • Lava forge annoyances: 1) No grindstones by anvils. Cannot perform full weapon creation (or armor lightening) without leaving anvil and risking losing your spot. 2) No NPC for turning in work orders. 3) No store that sells components (hilts, hafts, oil, brushes, etc).
  • Haven forge annoyances: 1) No ingot cutter by crucibles. Must leave room frequently during smelting ingots.
  • Blacksmithing is the only discipline that requires 3 other techniques to get the enhancement technique (tempering).
  • Blacksmithing is the only discipline which has a purity helping technique, which it isn't tier 1 (Master Metallurgy - tier 4).

Outfitting

  • No items available past Tier 10 difficulty (Difficult). Training caps out at fairly low ranks.
  • No leather decorative wear items past Tier 6 difficulty (Somewhat Challenging). Cannot train very far using leather before needing extremely high volumes.
  • Storebought leather is only available at one workability value.
  • Is it really necessary to penalize (RT) for typoing the size of thread to adjust the distaff/wheel to?

Suggestions

General

  • Instead of saying material, Have COUNT tell you what you're counting: You count out 8 pieces of goblin bone there.
  • Allow count to work for all materials to tell how much if you have left.
  • Currently, the quality of assembled components (cotton padding, leather strips, etc.) doesn't play a role. How about having them act as a tool modifier for the crafting steps after they've been added?
  • Underground tunnels between Crossing crafting halls (a la temple tunnels).

Alchemy

  • Heat cinnabar to extract sulfur and mercury. Cinnabar could be found in mining.--Antendren 11:58, 30 May 2013 (UTC)

Enchanting

Engineering

Forging

  • Add smelting recipes for electrum (gold, silver), niello (copper, silver, lead, maybe sulfur) and red-gold (copper, gold).--Antendren 11:57, 30 May 2013 (UTC)

Outfitting

  • Add craftable "short cord" components much like small/large padding and long cords are craftable.
  • Allow counting of thread on needles.