Crafting on Aolyth https://bandrune.runboard.com/t67 Runboard| Crafting on Aolyth en-us Fri, 29 Mar 2024 13:25:55 +0000 Fri, 29 Mar 2024 13:25:55 +0000 https://www.runboard.com/ rssfeeds_managingeditor@runboard.com (Runboard.com RSS feeds managing editor) rssfeeds_webmaster@runboard.com (Runboard.com RSS feeds webmaster) akBBS 60 Re: Crafting on Aolythhttps://bandrune.runboard.com/p203,from=rss#post203https://bandrune.runboard.com/p203,from=rss#post203Oh thank god. Please Add a water area with two ships fcing eachother... its the only thing stopping the pirates from returning. ((That and Mid-terms >.<))nondisclosed_email@example.com (Dustmemphit)Sat, 26 Jan 2008 13:18:35 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p201,from=rss#post201https://bandrune.runboard.com/p201,from=rss#post201Fuuuuck yeah. Generic areas would be awesome.nondisclosed_email@example.com (MottSpott)Sat, 26 Jan 2008 03:24:49 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p199,from=rss#post199https://bandrune.runboard.com/p199,from=rss#post199No prob, Mos. You sorta were coming off as zealous in it but since it wasn't purposeful there's no harm/no foul. Aaaand to answer the unasked question, yes, I still build and DM. Been making some new areas, thinking about making some generics for DMs to use for whatever-quests and I've been working on some zones for crawling if folks feel so inclined.nondisclosed_email@example.com (Tazon Dae)Fri, 25 Jan 2008 21:49:37 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p197,from=rss#post197https://bandrune.runboard.com/p197,from=rss#post197I'd rather put my efforts toward other things. I can't install a big crafting system like CNR unless people REALLY REALLY want tradeskills. CNR requires an extraordinary balancing and tweaking, otherwise 95% of the stuff you can make with it is USELESS. Numos was a high-level enchanter and nothing he could make was very good compared to loot from quests. Most people in Immersea just cut gems and sold them. If we can maybe find a better system than CNR and I'm sure there's interest, I'd consider it.nondisclosed_email@example.com (Numos)Fri, 25 Jan 2008 17:53:59 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p196,from=rss#post196https://bandrune.runboard.com/p196,from=rss#post196quote:Dustmemphit wrote: Look. we can all let this argument escalate Sorry if things come off as arugmentative. I'm really just looking to see if (a) it had been discussed by Numos/other builders, and (b) if there was a conclusion. I don't mean to come off as overzealous, visceral, adversarial, vehement or belligerent about it. I actually made a conscious effort in my other posts not to, but apparently I (regrettably) failed in that endeavor. Obviously, I would like it if CNR would be included. I'd be bummed if the answer was no. But I get that the module has just recently been rebuilt: I mostly wanted to know if it had been considered and if so, what were the results of that consideration. nondisclosed_email@example.com (Moseph)Fri, 25 Jan 2008 16:46:17 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p195,from=rss#post195https://bandrune.runboard.com/p195,from=rss#post195Look. we can all let this argument escalate or we can nip it in the bud and let Numos decide. He is our resident Architect/Admin. Lets leave it up to him and what he can fit into his schedule. Also, There is a poll feature I believe, perhaps that would be the better way to go as many of us, assuming those that have not posted on the topic simply didn't care enough to about it to voice an opinion, don't care one way or another if it is implemented or not. Perhaps 3 options: "Yes", "No", and "I could care less."nondisclosed_email@example.com (Dustmemphit)Fri, 25 Jan 2008 16:35:57 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p194,from=rss#post194https://bandrune.runboard.com/p194,from=rss#post194Wait, so your initial response was definitive? My bad. I didn't realize you were still an active builder/DM.nondisclosed_email@example.com (Moseph)Fri, 25 Jan 2008 16:13:31 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p193,from=rss#post193https://bandrune.runboard.com/p193,from=rss#post193Look, we know -you- really want it so you can spend all your time grinding away on making stuff for money and twinked out gear, but just maybe the DMs AND more importantly, the Admin want to try and staunch that crap and control more of what's getting tossed around gear-wise. CNR is a massive headache and there is, as I mentioned, alot more fun and interesting stuff to work on. There seems to be alot of negative feedback on the idea so why not just let it go?nondisclosed_email@example.com (Tazon Dae)Fri, 25 Jan 2008 13:14:45 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p192,from=rss#post192https://bandrune.runboard.com/p192,from=rss#post192quote:Plane Walker wrote: [incendiary stuff] It's not for everyone. Also, I don't see why CNR is mutually exclusive of RP. In fact, the direct and player-observable connection could be a boon. For example... quote:Plane Walker wrote: More creative plots, CNR may add alternate methods of completing one of the 3 basic plot structures of NWN. It might also serve as the catalyst for a fourth type ("I need you to find the location of X and report back to me!"), or a fifth type ("I need you to assemble Y for me!"). quote:Plane Walker wrote: more interesting areas, Who's to say that the Sea Elves don't have a stranglehold on raw aquamarine, or that the Githyanki don't maintain a massive herb garden in the Astral Plane? quote:Plane Walker wrote: more cool storylines. Well, what would happen if the Orcs suddenly knew about where the Elves were mining their Mithral? Then what other strings start to unravel once the PCs discover the location of said Mithral? /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ quote: Mike Borodin wrote: I do think it's stupid to do dungeon crawling. But does it mean we should disallow players from doing it?... Maybe they really want to RP a blacksmith or something. This is key, I think. Particularly for downtime. It's no different than mining dungeons for loot, except you're earning a different sort of XP. Also keep in mind that some characters are less inclined to go looking for trouble, and more inclined to find a way to produce goods in their downtime between adventures. nondisclosed_email@example.com (Moseph)Fri, 25 Jan 2008 10:05:58 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p191,from=rss#post191https://bandrune.runboard.com/p191,from=rss#post191I never had an issue with the idea of it, because it's pretty cool, but there are alot of other, more fun things to work on that trying to fix a system which is basically one giant headache to those who build and far too imbalanced for those who use it. It sort of does screw up the in game economy with such a relatively small player pool.nondisclosed_email@example.com (Tazon Dae)Fri, 25 Jan 2008 00:37:40 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p190,from=rss#post190https://bandrune.runboard.com/p190,from=rss#post190There are quite a few issues here, we need to separate them: 1. Players getting too rich through CNR: That is correct, you can get a lot of GP through crafting, but does it mean you can get nice items as well? Not neccessarily, the CNR items are not that great, neither are the items you can buy from the shops. I don't think the gold alone can or will make characters powerful. 2. Grinding: If those who grind CNR are 'idiots', then you can say the same thing about those who do dungeon crawling on a regular basis. Yes this is a RP server, I do think it's stupid to do dungeon crawling. But does it mean we should disallow players from doing it? If they want to do something repeatedly, let them. Maybe they really want to RP a blacksmith or something. CNR itself is not to blame here, we just have to get to implementation right. 3. Twinks: you know a lot of characters on the server are already pretty twinked out. Whether we put in CNR or not probably won't change that fact. Conclusion: As much as I would like to see any sort of grinding be removed from the server, there is nothing wrong with letting players do some grinding so they have something to do when no one is running a plot. Instead of simply saying a big no or yes to it, I would say ff CNR is carefully implemented, why not. But if it's too much trouble to get the balance right, then don't bother.nondisclosed_email@example.com (Mike Borodin)Thu, 24 Jan 2008 21:34:27 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p189,from=rss#post189https://bandrune.runboard.com/p189,from=rss#post189Plane's right. The OOC items were annoying. Players who never interacted with anyone did it like crazy. It was like high level crafting in WoW. You want to grind, play an MMO. Or play the Sims. Or some other builder game you play alone. SimTower. That game rocked.nondisclosed_email@example.com (MottSpott)Thu, 24 Jan 2008 20:55:39 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p188,from=rss#post188https://bandrune.runboard.com/p188,from=rss#post188No, it's fuckin' stupid. More creative plots, more interesting areas, more cool storylines. No fucking retards sitting in forges all day. No thanks. Get out and interact.nondisclosed_email@example.com (Plane Walker)Thu, 24 Jan 2008 18:51:14 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p176,from=rss#post176https://bandrune.runboard.com/p176,from=rss#post176Well we've seen it's track record, so I'd vote a big fat no on that topic.nondisclosed_email@example.com (Tazon Dae)Wed, 23 Jan 2008 19:00:24 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p173,from=rss#post173https://bandrune.runboard.com/p173,from=rss#post173quote:Dustmemphit wrote: This can also stimulate Player->Player trade as you send out them beefy front runners to kill the spawns and mine the hard to get ores... Meawhile many gem deposits could be added to the Bloodfens (which anyone can solo around lvl 8)... It also might be smart to have some trivial locations for the lowest of levels. Something with maybe a few monsters that pose little threat to a level 4 (or whatever the starting level is), but also provide useful CNR resources (like Fire Beetle Bellies or skeleton's knuckles). In that cave there could be some of the more rudimentary harvestable cave goods (I'm thinking iron, tin, copper, maybe 2-4 of the most common gemstones). Alternatively, there could a craftsmen's union in town that deal in supplies for a reasonable fee, such that an investment of 300-500gp (ie, starting money) could let you develop a CNR skill enough that you could be at a level to turn minor profits from dealing with the union members. Of course, we're getting ahead of ourselves here. The point of this thread wasn't to debate the pros/cons of CNR, it was to find out if it will be included in the module.nondisclosed_email@example.com (Moseph)Wed, 23 Jan 2008 13:25:01 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p172,from=rss#post172https://bandrune.runboard.com/p172,from=rss#post172This can also stimulate Player->Player trade as you send out them beefy front runners to kill the spawns and mine the hard to get ores... Meawhile many gem deposits could be added to the Bloodfens (which anyone can solo around lvl 8) meaning your mage and the beefy meat shield go in and split profit from making those little enchanted rings and amulets. Also, all it takes is finding coal and some clay along a river bank or lake and you have more than enough supplies to become an effective Tinker-er. ((I do that often in MD. Pay others for the supplies I can't get at, then create something and sell it using a moderate to decent appraise score.))nondisclosed_email@example.com (Dustmemphit)Wed, 23 Jan 2008 13:13:37 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p170,from=rss#post170https://bandrune.runboard.com/p170,from=rss#post170quote:Tazon Dae wrote: I say nnnoooooo. There's alot of good to come with it, yeah, but then there's alot of BAD with it too. Every twinked out nut-job will be richer because they can solo whatever hell hole the materials are in, and the average Joe characters will be left poor (as usual) because they just can't reach the zone. Actually, I think if it is smartly implemented, CNR would allow lower level characters to sort of twink themselves. This is a relatively high level server, and that would provide a natural method of helping to even the playing field between the relatively underpowered characters and the long-term superhero types (provided the lower levels are willing to put in the work to take advantage of it). Also, consider the sheer amount of iron, wood, soil, and glass in say, Avendel. That was all presumably harvested by 0-level NPC characters. I think a smart dispersion of the resources should make it relatively easy and safe for any PC to harvest the lower-end materials without issue. This was the case with Durben previously: had it not been for implemented CNR, he would have never been able to acquire even the relatively crappy equipment available for purchase in Immersea. He would have stagnated in progress because every single quest would have gotten him killed multiple times (and they did for a long time) because of the level gap. quote:Tazon Dae wrote: Also, I have trouble seeing some big clumsy warrior type being the guy who makes all the pretty and expensive MAGIC rings while the mage who is experienced with magic (but can't survive the run down through all the god-creatures) is left staring stupidly at a rock. Admittedly, there will need to be some RP-responsibility on the part of the players. I know very little about the implementation of CNR, but it seems like it's a server-dependent scripting, so class-oriented tweaks may not be out of the question. quote:Tazon Dae wrote: The game has a crafting system we could implement and if someone wants to make something special, they could always ask a DM for help on it. The issue there, however, is if it's one of the DMs who throw insane loot like it's fncking beads at marti-gras or one of the level headed DMs who try to cater loot to the effort AND level AAAAND class in question (IE: I still couldn't see a fighter with no skill in casting spells making a sword of fireball deflection or some sh!t). Well, again, there would need to be some sort of DM/Player RP-responsibility. However, looking at the in-game system, it does seem a little broken. Milo Mestilsun is a rogue 5/warrior 3, with maxed out craft trap. He's currently able to craft minor fire traps and average spike traps. Those wouldn't even make the bandits between Rivenmaur and Avendel break stride. The utility of the native craft system is pretty suspect if you ask me.nondisclosed_email@example.com (Moseph)Wed, 23 Jan 2008 09:44:49 +0000 Re: Crafting on Aolythhttps://bandrune.runboard.com/p169,from=rss#post169https://bandrune.runboard.com/p169,from=rss#post169I say nnnoooooo. There's alot of good to come with it, yeah, but then there's alot of BAD with it too. Every twinked out nut-job will be richer because they can solo whatever hell hole the materials are in, and the average Joe characters will be left poor (as usual) because they just can't reach the zone. Also, I have trouble seeing some big clumsy warrior type being the guy who makes all the pretty and expensive MAGIC rings while the mage who is experienced with magic (but can't survive the run down through all the god-creatures) is left staring stupidly at a rock. The game has a crafting system we could implement and if someone wants to make something special, they could always ask a DM for help on it. The issue there, however, is if it's one of the DMs who throw insane loot like it's fncking beads at marti-gras or one of the level headed DMs who try to cater loot to the effort AND level AAAAND class in question (IE: I still couldn't see a fighter with no skill in casting spells making a sword of fireball deflection or some sh!t). So that's my two cents on the subject. It's nice, it could do so much more, but it's way too imbalanced for the gaming system in general.nondisclosed_email@example.com (Tazon Dae)Wed, 23 Jan 2008 09:24:03 +0000 Crafting on Aolythhttps://bandrune.runboard.com/p168,from=rss#post168https://bandrune.runboard.com/p168,from=rss#post168I'm wondering if there's any plans to implement CNR on the server. I realize that we could try to use the native NWN crafting system, but resources are pretty sparse and quite frankly, you need to be super-high level before you even have a chance at making anything worth using, and by that point, it's not even usable to you, since you've adventured and acquired items that are undoubtedly just as good (probably better). What was nice about CNR is that it wasn't tied to your xp, so you could actually produce decent stuff with some elbow grease. I know there was some argument about availability of materials and resource scarecity, and placement for realism. Implementing CNR on the server is a pretty big job even if you don't consider that. Assuming that it all could be figured out (I have some suggestions about that if interested), is it a potential inclusion in the game?nondisclosed_email@example.com (Moseph)Wed, 23 Jan 2008 08:18:14 +0000