aiomi
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Posts: 16
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Post by aiomi on Jul 27, 2014 3:37:17 GMT
Hey everyone, i'm going to try to set up a system for guilds and item creation, ill qoute my previous posts and put them in here, this is where all future work will be until i decide the system is ready to submit to the ops for implementation. I'm fairly decent at coming up with ideas, but please, i would love any suggestions, help or advice anyone would care to give.
a thanks to Shey without whom, this project would be taking longer than it has, thank you for you hard work and list creating abilities :-D
now, on to the purpose of this thread.
aiomi Avatar Jul 26, 2014 22:22:41 GMT -4 aiomi said: Maybe the guilds should be open market like places, large buildings with entrances at either end where workmen gather and sell wares, train, and make their product, the guild leader could have an office with a large adjoining meeting room for when guild meetings are necessary, this will allow people to shelter during bad weather, and open up possibilities for people to interact together, in the open, and should help break up some of the cliche feel as you can have a customer appear while you speak to your guild mates
for example, a trading guild would be at a cross roads of two highways bisecting the town, or if it is near a large body of water, it could be near the waterfront, if we go with guild houses like this, then you can also make a business district and such rather easily, since each profession will be in nice little containers, that you can put around a large central marketplace with a bank nearby to display the truly wonderful and expensive commodities that are created.
the houses should also make it on one hand easier to guard the craftsmen from thieves, and present thieves with interesting challenges if they want to steal something, with an entrance at either end of the long building, it wouldn't be easy for a thief to escape during shop hours, but after hours would make them have to plan out an operation to break in.
aiomi Avatar Jul 26, 2014 23:13:22 GMT -4 aiomi said: item creation system Gathering (woods, metal ores, cloth materials, plants for potions, essence for magical enchantment, more ideas as they come up) to start with, as time goes on, more materials are going to be desired, i was considering making up a tier system for each of the major categories above, metals for example would be tier 1 copper/tin tier two iron tier three coal (silver) tier four mithril (gold) tier five adamant (platinum, if it is implemented?) tier six to be decided
developing gathered materials (carving, smelting, metal working, weaving, sewing, tailoring, potion making, imbuing OR enchanting, more ideas later) smelting example tier one bronze tier two iron tier three steel (and Silver) tier four mithril (and gold) tier five adamant (platinum if implemented?) tier six to be decided
distribution (guildsmen, merchants etc.) tier one guilds man/merchants sell materials from tier one and buy up to tier two) tier two sell up to tier 2 and buy up to tier 3 and minor enchanted items tier three sells minor magical items, potions, and tier 3 buys moderate magical items, precious gems etc. goes on down to tier five merchants, who deal only with guild heads and important members of the city, i know its not fully developed, but this is an idea i plan to work on with Shey and a few others hopefully
Admin Avatar Jul 26, 2014 23:27:21 GMT -4 Admin said: I think you stumbled upon a great idea actually. A trading house where you could buy raw materials and trade them with other players. Maybe even have a few traded in 2 to 1 from lower teir to a higher teir to make sure that there's more flexibility in making sure people have the proper materials for the item that they're trying to make.
Crafting will be dealing with weapon and armor smiting, but also would need other craftsmen in it like tailors and leatherworkers since there are cloth armors and leather armors as well. Wood workers and enchanting would be needed to produce wizards staffs and any number of things to make swords that say could be used to slice, or as a magical focus for spells.
No joke, crafting like that would be the hardest thing in the game. But a working system would set our rp well above many others. Guilds will be player run. Hopefully looking for new players to come in and join them so they can make use of their crafting turns. Guilds would be a great way to stimulate players making stories for other players. as inner politics would shift and change and the guilds that brought forth the most interesting stories, would gain the most patronage. In short, a capitalistic model to rp instead of a Marxist model....er... mera would get my reference on that hehe.
Great start to it!
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Post by velvet on Jul 27, 2014 12:19:58 GMT
Oh, I like it! Hehe, a good crafting system will definitely be necessary. A couple things to keep in mind, though. First, it's got to be simple. Something anybody can understand and anybody can use, but can be interesting and RP-inducing even in the long-term(years!). Second, it's got to be able to run with a realistic playerbase. I doubt we'll constantly have all these various occupations filled at all times, so we'll need basic-level items and such available at increased cost or something no matter whether there are players to make them or not. The system shouldn't break down if we don't have enough players interested in the crafting part of the game. Finally, remember it's got to be fun! It shouldn't be a timesink, like doing a monologue at a shop or something. I know Alren and I talked about making it a passive process, where it happened in real time as roleplay went on. That would be nice, since then people wouldn't have to focus on their shop to make things unless they enjoyed doing it. Anyway, I do like the idea.
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Post by sheyaeri on Jul 27, 2014 13:02:56 GMT
I think we could also add some refinement: You can bring weapons and armors to the matching crafter and they can improve them by sharpening the blade or hardening the armor. And then the crafter need to have knowledge about enchantments (arcane blacksmiths - possible tier 6) to work with enchanted equipment (good when legendary items are included)
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aiomi
New Member
Posts: 16
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Post by aiomi on Jul 27, 2014 13:59:10 GMT
Metals (mining and possible crafting uses, along with enchantment possibilities)
Tier one
Coal- Used in the production of Steel, Mithril and adamant bars, by its self it isn’t used for anything
Copper- Can be used to make Bronze bars.
Tin- Can be used to make Bronze bars.
Bronze- Crafted from copper and tin in a forge, it is a soft metal, suitable for cheap Armour and weapons, as it is so weak it is unable to take permanent enchantments
Tier two
Iron- used to make iron bars, and if smelted with coke and coal, it produces Steel as a crafting material it is capable of making decent weapons and Armour, it can hold up to a tier one permanent enchantment
Tier three
Steel- produced from Iron Coal and coke ores in a smelter can hold a tier 3 permanent enchantment
Silver- Soft metal good for jewelry and items that are meant to be enchanted, holds two permanent enchantments up to tier two
Tier four
Mithril- hard light metal, the ore is precious and rare, and care must be taken while mining it, made with moderate amounts of coal and some mithril ore, as a crafting material for Armour and weapons it is rather good, it can hold three tier three enchantments, two of which can be permanent. Minor bonus to physical def and atk with a full set of armour and weapons
Gold- soft precious metal used for jewelry and in delicate magical apparatus, care must be taken in mining it and it must be sifted and melted in a forge to be turned into a useful form. Minor bonus to magical def for each item slot with gold items
Tier five
Adamant- Hard heavy metal practically impervious to damage, to mine this you must have the assistance of a mage or be a very adept miner, it is time intensive and difficult to mine, and is therefor very expensive, this coveted material is what every character should ultimately be striving to outfit themselves in, it holds up to three permanent enchantments up to tier four. moderate bonus to physical atk and def for a full set of armour and weapons
Platinum- a coveted rare material, there are rumors of a mine guarded by spirits who will haunt a miner that mines it, are the rumors true, will they be enough to dissuade people from hunting for it, or will they discover a way to protect themselves from the angry spirits, as a crafting material it is really too precious to be used in anything larger than a necklace or ring, it holds 3 permanent enchants up to tier 4. moderate bonus to magical def, and a small bonus to will for platinum items
Tier six
tier 6 (Thorium or Trillium) these materials should be used for epic level items, and should be considered a gift to look upon by an adventurer, if someone gets their hands on an item made of this material they will be set for life if they sell it, but really... who would sell such a gift? Holds three tier five permanent enchantments
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aiomi
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Posts: 16
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Post by aiomi on Jul 27, 2014 14:25:36 GMT
Tiered approach to player skill level in item creation enchantment and such, just imagine its the head of your chosen guild talking to you Basic – (0-20) Tier one the ability to learn a skill is within your grasp, you can gather basic common materials and make rough attempts at creating items, in time you will be able to make better items Novice – (21-40) Tier two congratulations you are well on the path to becoming an artisan, thru diligence and hard work you have learned how to make better items, and use more materials in your efforts, keep it up apprentice Journeyman – (41-60) Tier three so you have chosen to devote a significant amount of time to this skill, you should start making a nice amount of money from the final products you create, the materials you choose to utilize are strong enough to take enchantments, perhaps you should get them enchanted before you sell them? Artisan – (61-80) Tier four your work is now sought after, when people come into the guild they gravitate towards your work bench to watch you work, people wishing to learn your skill set will start to actively seek you out, hoping your skill and experience will ease their own path Expert – (81-90) Tier five when you start a project everyone in your guild knows rather quickly, astonishing how it works as you start to bring in rare materials and magicians to assist you with the product, items at this level earn you a significant commission, but also take a rather long time to make, hopefully you have apprentices to take care of the lower difficulty tasks as your expert views are so commonly requested that you barely have time to complete your commissioned tasks, as such a skilled crafts men you probably have pull in your guild Master – (90-100) Tier six A master in his chosen skill, your work is revered and you might have to complete three projects in a year, making it even more rare to receive work from your hand, lets just hope all this reverence doesn’t go to your head, as that would be regrettable
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aiomi
New Member
Posts: 16
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Post by aiomi on Jul 27, 2014 15:07:30 GMT
Wood harvesting and wood working tier system along with suggested uses for woods and proposed perks of each wood
Tier1:
Regular logs – Can be used to craft simple furniture like stools or tables, cheap but simple, also can be used to make ordinary bows, no strength enchants can be added to such a simple wood
Birch logs – Can be used to craft decorative furniture, better quality than normal wood but without proper care this furniture is easily damaged and experiences wear over time (moved to tier two changed to softwoods)
Tier2:
Oak logs – Can be used to craft strong furniture and hull for ships, good for arrow shafts as it is so strong you can find these trees rather easily in the woods outside of town, make sure to bring something to protect yourself against things that go bump in the night (moved to tier three changed to hardwoods)
Ash logs – Can be used to craft bows, staffs and wands harder to find than oak wood, it can be imported or found are around a mountain relatively close to the city, before it can be used for wands and such, it needs to be carves into the proper form by someone with the woodworking skill, these wands and staffs offer no significant boost to spells and effects channeled thru them, a staff made of Ash can store three spells no higher than tier two for a week before it needs to be recharged, needless to say, if a stave or wand is broken while storing spells it will have potentially explosive consequences for those in a small radius around the newly destroyed item
Tier3:
Willow logs – Can be used to craft strong limber bows, you start to be able to add enchantments unto bows and cross bows, 1 tier two permanent enchantment, this wood is found around the lake to the south of the city, bandits commonly roam that area, make sure to bring a few guards with you when you start hunting for this material
Teak logs – Can be used to craft good furniture that looks good, smells nice, is reasonably strong, withstands wear rather well, and provides a small boost to stat damage recovery during a full nights sleep, maybe a few other effects later as they come up? (moved to tier five changed to exotic woods)
Tier4:
Marple logs – Can be used to craft good bows a bow or cross bow made with this material is capable of storing two tier three permanent enchantments, staffs and wands staffs and wands created with this materiel is capable of storing one permanent enchantment on the staff or wand, tier three, and stores up to five spells for a month before requiring recharge
Pine logs – Can be used to craft furniture and masts for ships, smells good, strong wood that provides a moderate recovery bonus for a full nights sleep (removed)
Tier5:
Magic logs - Can be used to craft powerful bows and crossbows, storing two tier four enchantments that are applied to ammo as it is released from the bow, also provides a small inherent bonus to ranged attacks with the chosen weapon, staffs and wands created with this material inherently magical as it is will store spells up to tier five until they are discharged, using this item provides a small inherent bonus to magical attack and a moderate bonus to will, it also reduces time required to enchant items and makes the effects of such enchantments more reliable, this is the lowest level wand that can produce permanent enchantments
the lore of this mythical wood says that there is a forest a months journey away that is guarded but a strange mist that sends travelers into a permanent sleep state, unless you can both discover this mythical forest and find a way to ward against the magic of the forest, you wont be able to successfully gather this material, also, there are rumors of angry tree spirits that will attack any trespassers in the wood, which might explain the faded and cracked bones lying around the forest paths, looks like tree roots constricted the victims until death
Mahogany logs – Can be used to craft furniture
Tier6:
Bloodwood logs – Can be used to craft deadly bows that sing strangely as each arrow is fired, the user and their friends are immune, but their enemies feel uneasy as if someone is stepping over their grave, before they even feel the wracking pain of an arrow lodging in their chest and magically sucking the life from their body
Elder logs – Can be used to craft wands and staffs, found in the glades of sylvan elves, to harvest this wood without angering the guardians you must request, politely for the tree to drop a small limb of wood, as the trees have a very long memory they will only ever do this once, and it will be sufficient to make one staff or three wands with, no more, no less. Should you make the mistake of angering the wood or its guardians in anyway, have no fear, you wont live long enough to regret you mistake
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Post by velvet on Jul 27, 2014 20:57:49 GMT
I like the metals, Aiomi! Same with the woods, though I'd maybe classify the 'furniture' logs and such as hardwood, softwood, exotic, etc. That way, people don't have to worry about which specific kind they use, only the general type. Gives more wiggle room for description. Overall, good work! I do like the names for the tier 6 woods, haha.
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Post by Admin on Jul 28, 2014 3:59:35 GMT
I love the work that you've been putting into this. Right now there are a few nit picks to toss in as far as feedback and scope.
Recommendations:
1.) move coal to tier 1. This should be used as an expendable fuel for smithing, smelting, breaking down metal items to salvage the metal, ect. I could see coal needing to be used even for high level crafting. That way even novice artisans can still help in the crafting of epic items, even if it's just getting the forge hot and stocked with fuel.
2.) I'd leave enchanting slots for items for the finished product. I'd see each piece of equipment needing a item recipe card to get made. If we get into how many enchants a particular wood has, and a particular metal used, then people are going to have a silly number of allowable enchants after putting gems in the hilt and layering different woods in the pommel and using shadow panther leather etc... KISS principle in that.
3.) Love the stuff on minor boots, sharpening blades, custom fitting armor for additional cost could be allowed to give an small additional boost. All for that as well as enchantments in giving a player a added feel of attachment to their equipment.
4.) There should be cross overs from one artisan skill recipie to the next. Examples would be smiths needing tincitures from alchamists to smelt higher tiers of ore, or needing leatherworker goods to help make a pommel for a sword or proper strapping for plate armor, or even getting a dragons tendon for use as a bow string!
5.) I'd think it'd be neat to allow some wiggle room for some of the very rare and high level materials to be awarded as quest able items only. Need a dragons tendon, or tooth/ claw ect... well have to be on a quest that deals with dragons or finding a dragon carcus. It'd be a way to keep those items rare, and another incentive for the player community to run quests and involve others in the stories they create. All of this is only really fun if we're telling one another stories. Crafting and the economy should be built in a way to support that as much as possible where we can.
Thank you, and keep up the work. You're headed in a good direction with this I think.
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Post by sheyaeri on Jul 28, 2014 19:35:58 GMT
to 1.) i like the idea, we will try to fit that in
to 2.) hmm also reasonable, didn't thought about the multi-material use
to 3.) yes, we will think about that in the next step, when we are working on the crafting
to 4.) we will put that in when we get to work on the crafting, right now we just focus on the materials but we will look if we add additional use for materials for other branches
to 5.) i also think that they should only be accessable from quests and raids (wich are nothing else than quests)
to everything: thanks for the ideas and comments, they are really helpful
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aiomi
New Member
Posts: 16
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Post by aiomi on Jul 28, 2014 23:36:41 GMT
Leather system, Armour that provides less defensive bonus's but allows greater freedom of movement, just the basic outline for now, enchantments will be same as metals of the same tier, hides are gathered from the animals, leathers are the craft able product that has been cured, stretched and such. will add more data later, just wanted to get this up here Leather: Tier1: Light Leather - gained from small animals like rabbit or fox Light Hides - gained from small animals like rabbit or fox Can be used to craft simple leather armor Tier2: Medium Leather - gained from normal animals like deer or boar Medium Hides - gained from normal animals like deer or boar can be used to craft good leather armor, it can hold up to a tier one permanent enchantment Tier3: Heavy Leather - gained from big animals like Bear or Tiger Heavy Hides - gained from big animals like Bear or Tiger Can be used to craft strong leather armor, holds two permanent enchantments up to tier two Tier4: Thick Leather - gained from strong animals like elephants or crocodiles Thick Hides - gained from strong animals like elephants or crocodiles Can be used to craft heavy leather armor, it can hold 3 tier 3 enchantments, two of which can be permanent Tier5: Exotic Leather - gained from exotic animals like giant snakes or wyverns Exotic Hides - gained from exotic animals like giant snakes or wyverns Can be used to craft special leather armor, it holds up to three permanent enchantments up to tier 4 Tier6: Epic Leather - gained from legendary animals like dragons Epic Hides - gained from legendary animals like dragons Can be used to craft unbreakable leather armor, it holds three tier five permanent enchantments
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aiomi
New Member
Posts: 16
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Post by aiomi on Jul 29, 2014 1:26:08 GMT
I'm going to start in on the profession skills, if anyone has a profession they want please don't hesitate to mention it. thanks for the help guys
Profession Skills- a broad topic, comprised of both the crafting skills and gathering skills required to create items for sale, each skill has 6 tiers as demonstrated in above posts, to start a player will be allowed to choose one crafting skill and two gathering skills to work on, at high levels additional crafting skills will be permitted to be taken.
Gathering Skills - just what it sounds like, this is the ability to recognize a seemingly useless object as something craft able and harvest it for use without damaging it overly much.
ore refining - mining, smelting ore for metal bars to be used in metal crafting and other skills
mining- using pickaxes to gather metallic ores and such, separate from gem mining Bar smelting- ability to heat a forge sufficiently to create bars of metal from unrefined ore
Gem crafting - mining and cutting precious gems
gem mining - ability to take great care while mining, to gather precious gems for use in jewelery crafting and enchanting
Gem cutting - ability to cut gems with care and reveal their hidden beauty to others for use with jewelry crafting and enchanting wood cutting - ability to use an axe or hatchet to gather wood from trees Leather crafting - skin dead animals and create leathers for use in leatherworking
skinning - ability to remove the pelt carefully from dead animals to obtain a hide for use in tanning tanning - ability to take an uncured hide and turn it into a leather for use in leather working weaving - take natural resources such as flax or something, and turn it into bolts of cloth for use in furniture creation and tailoring
crafting skills - again this one is obvious, take raw materials and turn them into a final polish product that other players would like to purchase
Metal crafting (mundane) -take bars, heat them in a forge and pound them into a useful shape... a sword or breast plate for example Jewelry crafting (mundane) -take metal and cut gems, turn them into rings or necklaces for use in enchanting, or just to show affection for someone fletching (mundane) - ability to take wood, feathers and metal arrowheads and create arrows, as well as to carve bow limbs and fit crossbows using metal limbs and wood stocks leather working (mundane) - take cured hides, turn them into Armour for use by archers or rogue types tailoring (mundane)- create elegant out fits for wealthy people and cloth Armour for mage types or other spell casters (spell fail chance SHOULD be a thing)
and finally Enchanting, I'm sure you noticed i specified (mundane) next to everything? that is because you cannot make a magical piece of Armour without the ability to enchant, i haven't decided if this is going to be considered a crafting skill or something separate, but it will be unique in that your magical ability scores and your will shall affect success probability, it will be a 5 or 6 tier system (depending on if tier 1 is going to be gathering essence and such or not) ill write further on this topic later
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Post by sheyaeri on Jul 29, 2014 16:51:24 GMT
What do you think about alchemists/alchemy?
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aiomi
New Member
Posts: 16
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Post by aiomi on Jul 29, 2014 17:10:06 GMT
What do you think about alchemists/alchemy? shey, we can add that when we work on the enchanting system, since alchemy and enchanting would go well together, next thing i plan to work on is exp and gp gains from crafting items, along with the enchantment system, assuming work doesn't just suck me dry of creativity that is, thanks for the idea
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aiomi
New Member
Posts: 16
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Post by aiomi on Jul 29, 2014 17:17:11 GMT
I love the work that you've been putting into this. Right now there are a few nit picks to toss in as far as feedback and scope. Recommendations: 1.) move coal to tier 1. This should be used as an expendable fuel for smithing, smelting, breaking down metal items to salvage the metal, etc. I could see coal needing to be used even for high level crafting. That way even novice artisans can still help in the crafting of epic items, even if it's just getting the forge hot and stocked with fuel. 2.) I'd leave enchanting slots for items for the finished product. I'd see each piece of equipment needing a item recipe card to get made. If we get into how many enchants a particular wood has, and a particular metal used, then people are going to have a silly number of allowable enchants after putting gems in the hilt and layering different woods in the pommel and using shadow panther leather etc... KISS principle in that. 3.) Love the stuff on minor boots, sharpening blades, custom fitting armor for additional cost could be allowed to give an small additional boost. All for that as well as enchantments in giving a player a added feel of attachment to their equipment. 4.) There should be cross overs from one artisan skill recipe to the next. Examples would be smiths needing tinctures from alchemists to smelt higher tiers of ore, or needing leather worker goods to help make a pommel for a sword or proper strapping for plate armor, or even getting a dragons tendon for use as a bow string! 5.) I'd think it'd be neat to allow some wiggle room for some of the very rare and high level materials to be awarded as quest able items only. Need a dragons tendon, or tooth/ claw etc... well have to be on a quest that deals with dragons or finding a dragon carcass. It'd be a way to keep those items rare, and another incentive for the player community to run quests and involve others in the stories they create. All of this is only really fun if we're telling one another stories. Crafting and the economy should be built in a way to support that as much as possible where we can. Thank you, and keep up the work. You're headed in a good direction with this I think. 1) implemented 2) i think ill leave the slots system to you, as you seem to already have a good idea what to expect, i think we can just work on setting up a five tier system of enchants and let you work from there Alren 3) we can do that, like a 5-10 percent boost to a swords phy atk bonus for sharpening it and such? 4) will be implemented as the skill system progresses, thinking of adding in skill synergies between combat and profession skills at around lvl 60 in said skills 5) we can specify this requirement in those 'recipes' you requested, and then ops can run the quests/events to obtain said items, will give exp and rp to players, and allow newer players to get a feel for the higher tier systems should they participate in said quests
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