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Old 05-24-2007, 10:36 AM   1 links from elsewhere to this Post. Click to view. #1 (permalink)
capricious
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Snippet from silius

http://www.vanguardcrafters.com/foru...ad.php?t=24372


answer to point no8 is interesting.......
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Old 05-24-2007, 02:06 PM   #2 (permalink)
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Re: Snippet from silius

I had a lot I could have said, but I won't.

Suffice to say that I'm mad as hell at Silius right now and I'll have nothing to do with him or his crafting system. I am TIRED of being shouted at when I'm trying to help, except it's not the kind of help he wants. Tired, and sick to death of it.

I've supported this damned game for three and a half years, and I'll kick myself if I let one Dev drive me away - but right now I'm so steamed I'm considering it.
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Old 05-24-2007, 08:48 PM   #3 (permalink)
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Re: Snippet from silius

well, when he buffs crafting, I hope he buffs Frerra to 50 <grins>
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Old 05-26-2007, 04:55 AM   #4 (permalink)
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Re: Snippet from silius

Its not the complications that turned me off crafting but that they are always negative. If complications were both positive ie chance to improve stats or gain extra CP's and negative reducing stats due to reduced CP's it would be more exciting especially if there was a remote possiblity of divine intervention to produce a truely umber object.
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Old 05-26-2007, 04:51 PM   #5 (permalink)
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Re: Snippet from silius

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Originally Posted by Greymain View Post
Its not the complications that turned me off crafting but that they are always negative. If complications were both positive ie chance to improve stats or gain extra CP's and negative reducing stats due to reduced CP's it would be more exciting especially if there was a remote possiblity of divine intervention to produce a truely umber object.
On the blacksmithing I have seen a complication called "obsessive smelting" that causes all of your actions to increase the quality of the product. It however makes all actions cost a little more points but this complication did more help than harm. So there are at least a couple of positive complications, but I do agree that it would be nice if there were more of them.
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Old 05-27-2007, 07:04 AM   #6 (permalink)
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Re: Snippet from silius

There are a number of complications I see regularly that are semi-beneficial. They provide a bonus to quality or progress etc while costing more AP or lowering progress or what-not. These all have a duration of 5 actions.

Very very very rarely I get a complication which lasts for 2 actions and is *only* beneficial. I get them so rarely that I'm not remembering right now what they are called. So there really are complications that are only positive. They're just really rare.
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Old 05-27-2007, 10:44 AM   #7 (permalink)
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Re: Snippet from silius

They are called "something-mumble opportunity" I think (yeah, I know, that doesnt help much).

I never got these positive-only two oturn comps till 23 or 24 and higher. They seem to take the first action you select when it pops up (turn one) and then boost that effect on turn two. Nice, but not much of a make or break thing. I find the five turn positive comps to be more helpful when trying to squeak out something.

Then again, I am lousy at crafting, your mileage may vary.
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Old 05-28-2007, 07:14 PM   #8 (permalink)
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Re: Snippet from silius

I made a post back in beta that the system with comps was too heady, and a waste of time, that it should all be skill based with the existing poor, fair, good, excellent die cast you do for progress on an turn.

Right now I'm Borked as are a few who build up one way to have the system changed after release to a totally different build setup to avert comps, and now I got no clue what to do to keep them from happening as to point dist.

Remove 90 % of the comps. Keep the good only 2 turns, and make (4-5) 2 turn bad only from existing comps. One bad comp for each step. I.E while in the shaping step as an art have a chance based on die roll if you roll so many poor or fair you get a bad comp that you just can't get rid of for 2 turns. Not so much something that will kill the item(except in large numbers of bad rolls on the actions, but so much that it will set you back.

But once the comp happens, you won't see it anymore for the duration of the step, but you can see the remaining comps in the other steps. so if your working on something higher level than yourself your gonna probably see all the bad comps, and if your doing something lower your gonna see no comps as long as you have good skill vs level.

Problem solving still has a place as governing attribute that is capped to 2-3 points per level, and is the check used during those bad set of poor, and the next step up from poor rolls, to stave off getting those bad comps, and it should be made so that you can't drop too many points into it for that reason. The primary goal should be to up attributes to stave off the bad rolls.

In general:

Attributes should all be reset to base, and players should get all refund points they should have at their appropriate level, plus however many attribute points they should have at their level, and place within. On any major change to crafting, or for that matter when you change how attributes work in Adventuring, thats just wrong to change the way things work midstream and say work with what you got....

DO that make sense too any one else?
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