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September 10, 2010, 05:39:35 AM

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Author Topic: (QOTW 10202008) The Crafting Process  (Read 5920 times)
Ael
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« Reply #15 on: October 21, 2008, 03:42:25 AM »

Actually as stated before everything crafted can be sold and every crafted item can be broken down into components. I would not see this as enchants in the sense of being unable to sell it further, more or less as people needing to find a tradeskiller to combine and build items, for a fee ofcourse.

Unless certain materials/components are very rare, it would make more sense for a crafter to build a useful item and put it on the market.  That way it is available to everyone and the builder doesn't even have to be logged on.

Only where one or more ingredients is very expensive compared to the total added value of the combine does this break down.

For example, if we "slice" a weapon to improve it, it makes sense for the slicer to buy a bunch of weapons, slice them and sell them, unless the cost of the weapons does not warrant him tying up his cash in buying the original weapons.

it also works if something is "customized" for a character.   if a player has a shield which is "tuned" for them, then it makes sense to have someone "enchant" it to improve it.  (rather than have the enchanter simply buy a shield, enchant it, and sell it.  (Obviously any"customization" process would be a form of "soul binding", which I don't think is planned for this game, but I don't really know).
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Devildog1
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« Reply #16 on: October 21, 2008, 04:57:12 AM »

Unless certain materials/components are very rare, it would make more sense for a crafter to build a useful item and put it on the market.  That way it is available to everyone and the builder doesn't even have to be logged on.

Only where one or more ingredients is very expensive compared to the total added value of the combine does this break down.

For example, if we "slice" a weapon to improve it, it makes sense for the slicer to buy a bunch of weapons, slice them and sell them, unless the cost of the weapons does not warrant him tying up his cash in buying the original weapons.

it also works if something is "customized" for a character.   if a player has a shield which is "tuned" for them, then it makes sense to have someone "enchant" it to improve it.  (rather than have the enchanter simply buy a shield, enchant it, and sell it.  (Obviously any"customization" process would be a form of "soul binding", which I don't think is planned for this game, but I don't really know).


The only problem with your first statement is that not all tech can be sold on all markets! As in certain Nior tech is out lawed by continoma and visa versa! I'm guessing these will be specialized weapons, armor and so forth.

But the info given sounds very intreguing! Keep em coming Moll!
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Ael
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« Reply #17 on: October 21, 2008, 06:46:41 AM »

The only problem with your first statement is that not all tech can be sold on all markets! As in certain Nior tech is out lawed by continoma and visa versa! I'm guessing these will be specialized weapons, armor and so forth.

Hmm, makes sense.  However, standing in a Continoma factory and yelling "Will combine Nior range extenders to your rifles for cash!" doesn't seem like a very healthy thing to do either.
At least from a RP perspective.
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Acidbaron
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« Reply #18 on: October 21, 2008, 08:04:37 AM »

If you are seen friendly by Noir you can't insure Continoma items.

If you sell technology of to a different faction you are suppose to lose faction with that faction aswell.

The markets are split between Noir and continoma, search for smuggling in the QOTW sticky.

too tired to discuss the rest right now so, just informing you all of this.
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Cavadus
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« Reply #19 on: October 21, 2008, 10:35:00 AM »

If you sell technology of to a different faction you are suppose to lose faction with that faction aswell.

Where did you read this?
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Acidbaron
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« Reply #20 on: October 21, 2008, 11:03:01 AM »

It is a combination of what they said that made me form that conclusion.

They said selling technology to the other side is seen as 'illegal' by that side and the second that any action that is condemend by the side or is 'breaking the rules' makes you lose your standing with them.

So it's safe to assume that you'll lose standing or faction what word you prefer with one side by doing so.
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Tyrus Dark
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« Reply #21 on: October 21, 2008, 11:21:21 AM »

Ok, lets say we have privately owned factories in bases.  Can they be attacked by enemies?  Taken over? destroyed?
What happens to the jobs inside the factory?  Do the people who took over the factory get the results? 

What about the warehouse of materials that is used to feed the factory jobs?  Is this secure too?
You want to keep your materials close to the factory (in order to build stuff)  But if your factory is vulnerable to attack, you will want to store your stuff in a place that is completely safe.  (house? bank?).   This means your warehouse isn't close to your factory.

Crafters do *not* want to lose everything they have built/acquired over their game lifetime.

That's how it seems to have been announced.

We know that in-tact buildings are turned over intact to the capturing guild.  Self-destructed buildings may  or may not leave salvageable components based on current jobs.  Disassembled buildings will presumably allow you to save anything in the,

I assume that the guild will have a warehouse (such a thing has been referred to before in dev comments but can't remember where.)

I HOPE factories are attackable!! If not loss of material, at least disabling of assembly lines until players repair them.  It gives small-scale economic / roaming warfare a purpose and a measurable effect.  It gives crafters a reason to be interested in the protection of their active jobs.  It deepens the economy.

Frankly, losing all of your game assets to a KNOWN vulnerable target is just stupid gameplay: it's like the people in eve who have intel and local channels minimized, dont bring any anti-PvP mods, and complain when they die to roaming hostiles: there's 1000 ways to protect 95% of your assets, why the heck are you throwing them all away and then blaming griefers?

This game is about WAR.  sure, the NPC controlled factories will undoubtedly be well-guarded safe-havens (well, the medium-grade city ones, anyways), but to extend that relative invulnerability (relative, I"m sure we'll still get  suicide bombers Tongue) to player-controlled territory that has active wars around it is, IMO, ludicrous.

They aren't going to program the game to force a smart (or even just a stupid but  at least literate) player who reads the warning labels to risk an insane amount of assets to craft, but those assets that ARE used should be  put at risk.
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Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Aeternum
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« Reply #22 on: October 21, 2008, 11:50:29 PM »

Just crossed my mind,

will there be a chance of critical failure?

i.e.

you try to craft, one of a few things can happen:

you fail. resources wasted
you succeed. rake in the kudos
you fail critically. the resources are wasted and the components are destroyed
catastrophic failure. resources gone, the components EXPLODE
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Before you insult a man, walk a mile in his armor. Then, you are a mile away, and you have his armor.
~Progress Meters~
ER Char Name : |*------------------------------| - Crafter?
[img width=502 height=100]http://www.aeternum.org/pics/Earthrise/erbanner.
Thatim
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« Reply #23 on: October 22, 2008, 12:16:32 AM »

Just crossed my mind,

will there be a chance of critical failure?

i.e.

you try to craft, one of a few things can happen:

you fail. resources wasted
you succeed. rake in the kudos
you fail critically. the resources are wasted and the components are destroyed
catastrophic failure. resources gone, the components EXPLODE

Although it sound fun on paper but..

Why should you fail critacally? I mean we "live" in the future, knowledge will be more important then now, and I think learning how to craft a gun will be easy to learn, because you are able to absorb info better (heck its the futur). Also, the machines are way more automized. Only thing I see them feel is of poor maintenance.
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Aeternum
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« Reply #24 on: October 22, 2008, 12:24:44 AM »

I would rofl if the crafter next to me exploded while trying to make a flamethrower.
It added a whole new level of suspense in crafting special items on UO freeshards.

It never killed me, but I knew:
1. I might fail and lose the components
2. (in Indian accent) Somebody mighta geta hurt real bad.
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Before you insult a man, walk a mile in his armor. Then, you are a mile away, and you have his armor.
~Progress Meters~
ER Char Name : |*------------------------------| - Crafter?
[img width=502 height=100]http://www.aeternum.org/pics/Earthrise/erbanner.
Viptir
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« Reply #25 on: October 22, 2008, 01:20:50 AM »

If I remember right, the critical failure was "rolling a 1" on the final assembly step.
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Aeternum
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« Reply #26 on: October 22, 2008, 02:02:18 AM »

yup. critical failures in the form of "you rolled a 1 on a D20" were always more than amusing (as long as it wasnt YOU that rolled it)

DM: not only does your backstab fail, the momentum of your swing results in you embedding the dagger into your own thigh. In pain, you fall forward past the guards an into their campfire.
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Before you insult a man, walk a mile in his armor. Then, you are a mile away, and you have his armor.
~Progress Meters~
ER Char Name : |*------------------------------| - Crafter?
[img width=502 height=100]http://www.aeternum.org/pics/Earthrise/erbanner.
Horizonz
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« Reply #27 on: October 22, 2008, 12:23:18 PM »

Mmmmm, sounds like it'll be difficult for a crafter to specialize in even one general area of crafting (like weaponry for example). It sounds more as if each technology will be hard to learn in and of its own, so crafters will have to rely on each other to build full products. I'm not quite sure if I like that idea, but it would be better for the economy.
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Tyrus Dark
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« Reply #28 on: October 22, 2008, 12:27:42 PM »

yup. critical failures in the form of "you rolled a 1 on a D20" were always more than amusing (as long as it wasnt YOU that rolled it)

DM: not only does your backstab fail, the momentum of your swing results in you embedding the dagger into your own thigh. In pain, you fall forward past the guards an into their campfire.
amusing in a tabletop game of D+D between friends.  Downright painfully annoying in an MMO. (Same goes for critical crafting failures, though it would be excellent for the lulz)
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Tyrus Tenebros of Eve [CVA]

any factor or game mechanic based on random events or even perceived as outside of his control by the player that has a significant negative impact on his character and assets will eventually become a reason to quit
Ael
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« Reply #29 on: October 23, 2008, 04:13:30 AM »

If I remember right, the critical failure was "rolling a 1" on the final assembly step.

Hmm, the production unit erupts in flame!  Firemen rush to put out the fire before it spreads to the neighboring units.  A visibly angry floor steward steps forward, hands you a bill for the charred unit and kicks you out of the factory, yelling "don't come back until you get a grip on your quality control!".
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