Resource requirement, skill requirement, and recipe requirement for quality and durability on all finished products.
issueid=2064 12-22-2014 02:51 PM
Xsyon Citizen
Resource requirement, skill requirement, and recipe requirement for quality and durability on all finished products.

Let's take weapon crafting: in order to craft a knife you would need recipe which require skill level 5 to use, which then require some materials and tools, (note) if you have a knife recipe at level 5 and you have supreme level materials, you should still be able to craft knife but at level 5 only, to craft high level knife you would need to level-up your weapon-crafting skill, in order to level-up your skill, you would need higher level materials and higher level tools, let's say the next level is 15, so you could only level up to level 15 with low level materials and low level tools, to level-up pest level 15 you would need level 15 recipe, level 15 and up materials and level 15 and up tools, this system prevents form spamming low level materials to level-up skills to 100% and promotes trading, and with each level-up, increase material requirements, and remove knife blade as requirement, or, make knife blade recipe in tools skill, there are tons of metal laying around, also, durability should be based on metal type as well, for example: compare stainless steel and gold, stainless steel has good durability but gold don't have good durability instead it has value based on it's rarity.
Same way is for all other skills, wainwright should have different tiers of carts, like lower level forage carts use of forage materials and highest level carts using bone crafting and highest level materials and everything in between.
Issue Details
Issue Number 2064
Issue Type Feature
Project Suggestions
Category Unknown
Status Acknowledged
Priority 1 - Highest
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 0
Votes against this feature 1
Assigned Users (none)
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12-25-2014 12:16 PM
Xsyon Citizen
Dorsie, judging by you definition of understanding, I would say, lets do same with all skills, make two skills pools and lets lock them all so no skills loose points, if there is no exploits in that.

12-25-2014 12:17 PM
Xsyon Citizen
And why make trapper more superior? it is simple "balance".

12-25-2014 01:59 PM
Xsyon Citizen
Znaiika, not sure you understand this, but once you have 100 in all skills you do not lose skills from decay.
So no need to worry about locks.

How is making the trapper cart the best "balance"?

12-25-2014 02:17 PM
Xsyon Citizen
I may agree with you for now, no hard feelings.

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