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Old 09-28-2006, 12:25 AM   1 links from elsewhere to this Post. Click to view. #1 (permalink)
glassweaver
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What would make crafting BETTER?

Yes, another question I pose....I mean, we all have seen the spawns that, after a month of bring lvl 60, you KNOW the coords for. And we all know how they always give the same thing...never of any specific quality. (Pure mithril ore, tainted mithril ore, ect...as to warcrafts one standard ore)

I personally get alot of out of exploring new areas and harvesting the worlds resources...infact, there are somedays that this is all I will do because of how enjoyable it is. SO WHY DOES IT HAVE TO BE SO REMEDIAL!?!?

The big thing I like about the ideas they have would be how you can possibly trigger events by mining certain qualities of of ores.

And the big things I would like to see are NOT HAVING BEACONS ON THE MINIMAP (I mean....wtf? nobody sees beacons showing what corn stalks they missed picking on the cornfield) I want to have to use my eyes (obviously have the plants distinct from other surroundings though) I also dont like being able to draw a connect the dots map of all the ores in an area...its a major exploit for farmers, and it takes away the incentive to explore.

So what would you like to see changed about the aspects of crafting and such?
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Old 09-28-2006, 03:17 AM   #2 (permalink)
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Re: What would make crafting BETTER?

Well although I am opposed to the "beacons" too I still find it a good idea to have prior locations marked on your map. I mean, if I would know IRL that a certain area is good for mining gold I would surely mark it on a map. And if I choose to do so I should also be able to share that information.
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Old 09-28-2006, 08:45 AM   #3 (permalink)
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Re: What would make crafting BETTER?

Yeah, I agree with you on having locations that are just plain better than others to....but make veins spawn within a specific radius of a point or something....or at least thats what Id like to see...a game almost as hard as rl, but no calories involved because of the controller
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Old 10-01-2006, 01:31 AM   #4 (permalink)
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Re: What would make crafting BETTER?

I agree that having the precise locations of resource spawns marked out on a map or mod added to the game is annoying and just begs for someone to bot the best path through the zone once they figure out timing. I personally liked the SWG harvesting method where it would shift resources over time and you would have to survey for the best spots.
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Old 10-29-2006, 02:19 PM   #5 (permalink)
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Re: What would make crafting BETTER?

WOW someone that thinks like i do on that same topic.
I also wanted to ask them if Shifting Sand Dunes would be too much.
Works on the same Principle.
Trees should Regrow,Not just spawn in the same locations/areas over and over. If an Area is Overworked like in Farming,it Takes Time for that Area to Recover.
I think this would Put a Hurting on People who intend to farm items.
as well as Timers being able to time the Respawns.
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Old 12-30-2006, 09:40 PM   #6 (permalink)
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Re: What would make crafting BETTER?

I like the idea of resource spawns taking time to replenish and that they are not always in the same area. At the same time I do not exspect to fine gold spawning in the middle of the desert. Spawns should be area appropriate. Meaning trees in a forest and mining in the mountains or rocky areas.

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Old 12-31-2006, 02:14 AM   #7 (permalink)
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Re: What would make crafting BETTER?

Some common sense ways to get materials would be good. For instance, why can't I recover parts of my arrows off enemies I've pincushioned? Or parts of arrows others shot them with in the past? Don't get me wrong, I want to be crafting arrows out of stuff I gather, but it never made sense to me that all those arrows disappeared along with the weapons and armor the mob was wearing.

I agree with the above about not having a beacon. But I also would like to see some materials vary with time of day (fish/animal life) or season (plants, etc). in the game. That would keep a rotating stock of "rare" items as they fall out of season. Or maybe if you want a certain item, you better travel to a warmer clime where it is in season.

That sort of thing. More realism = more immersion.

And... a way for me to "sign" an item with my name and motto, so that people know they are using something crafted by me.
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Old 12-31-2006, 02:56 PM   #8 (permalink)
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Re: What would make crafting BETTER?

While I agree that item rot is a cool concept, the entire idea seems a bit much. I mean, if you are in the forests of 'Someplaceoranother' and grinding with your group and you happen upon a nice stock of, say, deer meat that can be used in a recipe...

You start getting into a tricky situation. First of all, you're sitting there with your friends in a productive exp grinding session. Are you going to stop in the middle of the grind and say, "Hold on guys, I have to go and cook this meat immediately or it will all expire?" That's going to tear apart a group and hurt the group mechanics, IMO.

I think having the static items, while not the most realistic thing in the world, is probably the best way to handle things. Yes, you want to be immersed in the world, but I think Telon offers a good enough immersion, I mean just look at the screen shots on this website... The world looks AMAZING. That is going to be enough in my mind to keep me immersed in the world.

Having to worry about when your meats will go bad, that's not immersive as much as it is an additional annoyance.
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Old 01-03-2007, 11:43 PM   #9 (permalink)
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Re: What would make crafting BETTER?

I like the above idea of being able to 'salvage' arrows, parts, etc from corpses or even near a battle (in trees for example)...it would definitely add realism and immersion to repair/remake items (a perfect example of this is an AD&D advaneture I was in where I found the blade of a magical sword and had to find a blacksmith skilled enough to make a replacement hilt for it before it could be used). I'd love it to be sure, though this seems like the kind of thing that might drive programmers nuts, heh.
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Old 01-04-2007, 09:28 AM   #10 (permalink)
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Re: What would make crafting BETTER?

Quote:
Originally Posted by Sulkano View Post
I like the above idea of being able to 'salvage' arrows, parts, etc from corpses or even near a battle (in trees for example)...it would definitely add realism and immersion to repair/remake items (a perfect example of this is an AD&D advaneture I was in where I found the blade of a magical sword and had to find a blacksmith skilled enough to make a replacement hilt for it before it could be used). I'd love it to be sure, though this seems like the kind of thing that might drive programmers nuts, heh.
i agree finding arrows would be cool, and not really done that i know of. also that could be a cool crafting quest, if you find a certain broken blade, they you have to do a series of things or find stuff to repair it... and for driving programmers nuts... naw, it just provides them with a new challange = D
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