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Suggestions / Re: ok, seriously now...
« on: April 18, 2009, 06:22:44 PM »i thing all is ok.
1st we havent all futures yet, but after 3 days we have 7th level.
2nd in one day (24 AP) we can craft 3 pcs weapon, armour or other items and we know recipes on tier 1 by now. should we see what happened when we reach 100 points of crafting? then we will be make more resources from raw material and sometime rare items.
EDIT: to not spam, crafting item take 1 AP, info when U chose item to craft is how much crafting point U gain after crafting this item
EDIT: for me should be some kind points like crafting point, which give bonus to good diggers
u can craft maybe 3 pcs of weapon per day, but that`s only if u do the mos simple one. what will happen when we reach higher tiers, and need more material for higher stuff? i suppose at tier 5, it`ll take u min 1 week to make sth
but i like the idea with crafting points.. maybe it could be done like a skill, which u improve when using skill points after a level-up, which gives you certain amount of CP per hour :-\
I think we need to see the game more completed first; for instance, one of the very first impressions me and others had was "there's not much to do before level 5, we want quests" - but this is apparently in the planning, so.
I do agree that AP for crafting is quite prohibitive at the moment. At very least mass crafting should take less time. I'd also suggest items that increase AP regeneration, as well as new "Crafting Points" that would also regenerate and would be used first for crafting - AP would be used only when you're out of crafting points.
BTW I'm pretty sure the dagger takes 3 AP to craft, so it's 2 AP more than you said.
Another beef is with balance and quality of crafted items.
Quality: It stands to reason that the quality of items you can make will get better with time; also that possibly you will have a chance of crafting a slightly better item than the basic one the recipe offers, with the chance depending on your skill. The crafting screen should show you the possible outcomes and their chances.
Balance: A jeweler can use 2 copper to make a ring that gives +2 vitality. Or they can use 2 copper plus a gem to make one that gives only +10 health, which is either x2 or x4 worse than the cheaper ring, depending on your class, but in any case it's just plain not as good. This calls for re-balancing.
An amulet that gives me +1 AP per day, now that I'd toil for.
totaly agree with u