Craft and Quality
issueid=1678 12-02-2012 12:17 PM
czilot152Ac
Craft and Quality

Hi.
I would like to suggest a slightly different craft system.

What if the quality of the item will be in the form of numbers, and the value will increase as a learned skill and quality of item used to create it.
For example:
The quality of hammer = 20 and Stone = 10.

INT > 15
(q20 + q10) / 2 = q15 chisel


INT < 15 and for example 9
(q20 + q10) / 2 = q15
(q15 + 7) / 2 = 12 is a quality of item which we get.

This system is used in the game Haven & Hearth - http://havenandhearth.wikia.com/wiki/Quality

I think this system will be more effective in terms of the economics.

P. S. Sorry for my English
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Issue Details
Issue Number 1678
Issue Type Feature
Project Suggestions
Category Unknown
Status Rejected
Priority Unknown
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 0
Votes against this feature 0
Assigned Users (none)
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12-02-2012 12:53 PM
Xsyon Citizen
Not to sound mean, but I dont think you understand either system on how it works for QL. Not Heaven and Hearths nor Xsyon's.

The difference is H&H uses a randomness to its gathering system thats highely varied. Xsyon doesnt. So the QL of the items you get in Xsyon in a very limited range. Like if you have 100 skill you going to get 75+QL items every time.

Next you have the same factors for QL that H&H has, low skill yields worse QL of crafted items.

To do what you want, Xsyon would need to change the random factor on gathering, not the crafting, crafting works much like H&H already does.