So here it is a very long time ago the ancient gods over 4dimensions murmured throughout the world that maybe us mortals would be smart enough to craft our own items. After many years of rooting through others people trash we will finally be able to craft our own unique items.
CRAFTINGThree people are developing a crafting system for the mud, Bane, Rynald, and Molly. We have a general idea of how it should be implemented, and that’s where you guys come in. We want your critique and ideas. We are all ears to your ideas. Just note that we may not take your idea and run with it, but we will discuss your ideas. So don’t take it the wrong way if we don’t use your idea. We will value everyone’s idea no matter if they are a brand new person or an olbie of the mud.
TYPES OF CRAFTS?There will be 5-6 main crafting groups called hard, and 3 current crafting skills we already have called soft for now.
(HARD) :
- Leather-worker (including saddle maker, shoemaker, glove maker, furrier, armorer)
- Metalworker (including metallurgist, blacksmith, farrier, weapon smith, goldsmith)
- Stone worker (including quarrier, stone cutter, glassblower, gem cutter, masoner)
- Textile worker (including rope maker, sail maker, tailorer, embroiderer, robe-maker)
- Woodworker (including woodsman, miller, carpenter, cabinetmaker, shipbuilder)
- Also Toying an idea around with Engineering
(SOFT):
We will also be redoing the current crafting skills we have in game
HOW REALISTIC WILL THE SYSTEM BE?We seek to build a very realistic type of crafting. Rather then just gathering all the raw materials and combine them to build a sword, we rather take a realistic approach.
In this realistic approach all final objects will be broken down into key parts, and will require different parts by different craft trades.
A sword for example is broken down into 4 key parts
- Pommel
- Hilt
- Cross-guard
- Blade
The Blade and Cross guard would be made by a metalworker.
The Hilt would be made by a woodworker
The Pommel would be made by a stone worker.
In the end a metalworker would combine all the parts into a sword. Each part has its own type of quality and special values that will all be added to the final part.
ex. A pommel can be encrusted with various gems to give different powers.
We may even give the ability for custom naming on crafted items.
HOW WILL CRAFTING WORK?Generally you'd work on an item by wielding a tool and holding the material, sometimes also having one or more extras in your inventory.
The crafting would be done in steps, each step producing a new item that in turn is used for the next step.
The basic item can then be developed to higher quality, for instance by decorating, polishing, or honing.
We plan to try to make crafting into a type of mini game. A: to try to keep out people scripting the process, and B: to make fun.
For instance making a mage's robe could involve the following steps:
- 1. SPIN the thread from wool, silk cocoons or flax fibres, using a distaff
- 2. DYE the thread into different colours, each giving different properties.
- 3. WEAVE a piece of cloth from the thread, using a handloom
- 4. CUT the cloth in suitable pieces, using a pair of scissors
- 5. SEW the pieces into a garment
- 6A. EMBELLISH the garment, by using pearls, jewels, mirrors or other things that you can collect
- 6B. DECORATE the garment, by using lace trimmings or embroidered edgings that you make yourself
Crafting skills will be taught by various mobs throughout the mud. Whether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.
HOW MANY CRAFT SKILLS CAN A PLAYER LEARN?Some basic skills, like skinning, scraping, tanning, shearing, carding etc, will be available to everyone, while others will be restricted.
Our initial plan is to allow a player to learn two HARD crafting skills and one SOFT crafting skills.
HOW WILL YOU BALANCE CRAFTS VS QUEST ITEMS?Since this is a quest heavy mud, and we do not want to take away from players who like to quest for these rewards. We have thought of a few ideas.
Durability being added to a crafted item. This process will try to help keep crafting alive, and not die out after a time period where everyone can make everything they want, and not have to craft again.
Certain Items may be restricted to a certain group. The Crafter, First Player to use the item, Or a crafting group
Quest items being part of a recipe.
We also have a few equipment slots that have never been introduced into live play. These where to be restricted to crafted items only.
HOW WILL YOU OBTAIN A CRAFTING SKILL & RECEIPES?Crafting skills will be taught by various mobs throughout the mud. Wether there will be a quest involved we have not decided yet.
Recipes can be bought from vendors, obtained through quests, and most likely random loads in containers or drops from mobs.
HOW WILL WE TRADE CRAFTING ITEMS?Player ran shops will be available where players will be able to sell and buy goods.
How you obtain these shops haven’t been paved out. There are a few ideas including:
- Stone Masons being able to build shops
- Renting shops with currency
- Buying shops with currency
WHERE WILL WE CRAFT OUR ITEMS?Outside of Old Yorke there is already a place called Crafters' Alley, that holds many buildings that were initially set up for the use of crafting items.
HOW DO WE OBTAIN CRAFTING MATERIALS?
- The majority of it will be obtained by manual labor. You will have to mine for ore, or grow cotton to sew, or quarry for stone
- There will be traders around also that will sell basic materials, along with a chance for rare or uncommon materials. These will most likely will be bought with tradepoints.
- Players will be able to sell their own materials as well
HOW WILL LEVELING CRAFTING SKILLS WORK?We think the initial idea here is there will be separate levels/experience for each part of a main craft group. The total of all the different types of craft skills under the Main craft would give you the total level of your main craft
For the Craft Skill Woodworker
You would have to level up woodsman, miller, carpenter, cabinetmaker, and shipbuilder each separately. The total of these would add up to the level of the main crafting skill WOODWORKER.
The recipes you get might have a level requirement of Level 50 Woodworker and a level 25 of cabinetmaker to be able to build a fancy cabinet. It's still up for debate
This is not all set in stone, and people can critique and give ideas. We will open new sub-forums for each specific craft skill. On these we will be looking for ideas on how the craft skill will work and ideas of what to craft for each skill.
This post will be locked but please post new topics in this forum with your ideas and critique to the overall aspect of crafting. Which include
- How Realistic Crafting Should Be
- How Players Learn Crafting Skills
- The Limit A Player Can Learn
- Leveling The Skills
- Trading Crafted Items
- Balancing Crafted Items
- Types Of Crafts
And anything else that follows these lines. If anything is changed this post will be updated.
We also will be looking for a focus group (which is a group of players) who will directly be involved in testing and deliberating on the craft system. The testing of this will be held on a private port. People interested in joining into the focus group should seek out Bane, Rynald, or Molly.
So here is your chance to voice your thoughts, more forums will follow for each crafting skill within a week or so.
So speak up now!