Originally Posted by
MrDDT
IMO a simple fix to this would be allow ALL recipes to be found and NOT learned through skilling.
This would promote trade.
Also recipes should be common based on the skill level.
IE. Level 20 skill recipe would be 40x more common than a level 60 skill recipe.
IE. Level 60 skill recipe would be 30x more common than a level 90 recipe.
IE. Level 90 skill recipe would be 10x more common than a level 100 recipe.
These numbers can be tweaked of course just a basic idea to start with. This would promote trade of recipes between masters. Also it would make some masters in a craft making one of the items @ 100 skill one of the major resources. Because others that trained up a skill might not have say 100 level Bone Helmet recipe, while another would.
It would also make it so that tribes would put more thought into who in the tribe learned what. Making roles in tribes a lot better.
I still think there should be basic recipes you learn for skilling but really they shouldnt have anything to do with producing anything. Like when I train to do say tailoring, I wouldnt make wedding dresses, but I would start off training my cross-stitch, which was used in wedding dresses. (FYI I know nothing of tailoring).
So you could train your tailoring skill by either doing a cross-stitch at level 30 to about 50ish, then learn another training skill. Or you could make items. Items would yield faster gains per item (because they would take more resources) but you could goto the next stage by training the training skills.
Im really upset with how crafting the LOWEST easiest resource item. Will allow you to go from 5 to 100. Look at bone crafting. Level 5 in the skill I make bone stakes. 1 round bone, and a knife. Ive been doing this for a week now. Im at 60+ bone-crafting now. Never made ANYTHING other than a bone stake. That doesnt make sense. At this rate I will be a MASTER in bone-crafting and the ONLY thing Ive ever made were bone stakes.
My system would promote making items that are higher level while still allowing for training of easy to do things. Giving the choice of either full items, or basic training items that were worthless afterwards with a much lessor reward for training per item.
I know depending on what resources I had, I would do either or, or both. Which means thats a good system.