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BLADECY |
Is there possible to make the crafting skill more than the limit we have now (400 skill ) so we can get all crafting skills a char might need during the lvling of the game ? As i wanna get at a point 200 armor 70 weapon 70 accessories but also i want to craft pots n cook to do my upgrades my own . Atm the only chance to do that is to lvl up a store char to get ok bagweight n craft on it leaving me not to play main char . Why shall i lvl 2 chars n lost time so i can get all crafting skills i need for my main while if u do that i can be on my char use my bagweight get rested while crafting and be there to help my guild members . Pls consider making the crafting skills per char 800 so we wont have to use 2 chars to have all skills needed for this game . Thank you in advance Bladecy .
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[quote="BLADECY"]Is there possible to make the crafting skill more than the limit we have now (400 skill ) so we can get all crafting skills a char might need during the lvling of the game ? As i wanna get at a point 200 armor 70 weapon 70 accessories but also i want to craft pots n cook to do my upgrades my own . Atm the only chance to do that is to lvl up a store char to get ok bagweight n craft on it leaving me not to play main char . Why shall i lvl 2 chars n lost time so i can get all crafting skills i need for my main while if u do that i can be on my char use my bagweight get rested while crafting and be there to help my guild members . Pls consider making the crafting skills per char 800 so we wont have to use 2 chars to have all skills needed for this game . Thank you in advance Bladecy .
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#1 2013/12/07 09:51:58 |
LUPISCUS |
Good idea.... most of us dont have time to level 2 characters. Be nice to make 1 to do everything :)
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#2 2013/12/07 09:57:35 |
ZORANTHO |
I would also like the ability to craft everything and would be in favour of this.
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#3 2013/12/07 10:02:04 |
FLICKTHEBEAN |
Not exactly sure why there is a crafting skill cap (other than the single craft-cap of 200) Would be useless to me now, as I did make the new char etc, but would still appreciate craft skill cap removal.
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#4 2013/12/07 10:03:20 |
WILLOW |
Also agree with removing the cap :)
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#5 2013/12/07 10:08:03 |
ASBJORN |
Yep would agree with this .
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#6 2013/12/07 10:09:21 |
PARAMOUNT |
What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot.
However, it's clearly annoying to have to then craft on a store char if you do want to have all crafting disciplines. Do you hear where i'm coming from about the whole competition thing and wanting players to interact and bargain with each other?
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[quote="PARAMOUNT"]What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot.
However, it's clearly annoying to have to then craft on a store char if you do want to have all crafting disciplines.
Do you hear where i'm coming from about the whole competition thing and wanting players to interact and bargain with each other?
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#7 2013/12/07 10:23:26 |
BLADECY |
"PARAMOUNT"What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot. am a solo player but if i was multy it would be easier to make a store char lvling it up n craft on it . am helping as much as i can not just my guild but the hold h community specially while am crafting with armors n for free . All am asking is to have the chance of get all crafting skills i need for my char on my char so i wont have to lvl a second n lose time while i can gain more on crafting on my main . this even u can say even things up with rested as been solo player . but even that all chars have the option to craft what i can craft solo or multy . my idea is to make our life easier on game been a crafter n wanting to make upgrades on my own ...
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[quote="BLADECY"][quote="PARAMOUNT"]What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot.
However, it's clearly annoying to have to then craft on a store char if you do want to have all crafting disciplines.
Do you hear where i'm coming from about the whole competition thing and wanting players to interact and bargain with each other?
[/quote]
am a solo player but if i was multy it would be easier to make a store char lvling it up n craft on it . am helping as much as i can not just my guild but the hold h community specially while am crafting with armors n for free . All am asking is to have the chance of get all crafting skills i need for my char on my char so i wont have to lvl a second n lose time while i can gain more on crafting on my main . this even u can say even things up with rested as been solo player . but even that all chars have the option to craft what i can craft solo or multy . my idea is to make our life easier on game been a crafter n wanting to make upgrades on my own ...[/quote]
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#8 2013/12/07 10:33:50 |
GREATERIX |
"PARAMOUNT"What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market it really really doesn't. Just look at SR's - people will accept 1 frog / 2LL's. No need for negotiation or competition - it's become the accepted currency. Maybe it'll change when more people get the SR's, however it's a painful process many don't enjoy tbh - I can't stand it, however do it to save having to spend these items so I can save for future upgrades etc etc.
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[quote="GREATERIX"][quote="PARAMOUNT"]What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market
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it really really doesn't.
Just look at SR's - people will accept 1 frog / 2LL's.
No need for negotiation or competition - it's become the accepted currency.
Maybe it'll change when more people get the SR's, however it's a painful process many don't enjoy tbh - I can't stand it, however do it to save having to spend these items so I can save for future upgrades etc etc.[/quote]
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#9 2013/12/07 10:40:40 |
BLADECY |
Pls understand where am coming from ... I really belive this can help all solo players not just me
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#10 2013/12/07 10:45:59 |
ZORANTHO |
"PARAMOUNT"What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot. I do get where you are coming from, and this is really the only reason to have a cap. The current cap however doesn't really achieve this, as one player can currently get all 3 SRs, and become a master of one of either potion/cooking. As you're potentially only actually missing one out of five areas there will never be a significant level of trading/bargaining. I'd suggest just removing the total cap, and leave it at 200 for each skill. I don't think there are any significant dangers to doing this, and it will let those who want to fully embrace crafting do so.
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[quote="ZORANTHO"][quote="PARAMOUNT"]What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot.
However, it's clearly annoying to have to then craft on a store char if you do want to have all crafting disciplines.
Do you hear where i'm coming from about the whole competition thing and wanting players to interact and bargain with each other?
[/quote]
I do get where you are coming from, and this is really the only reason to have a cap.
The current cap however doesn't really achieve this, as one player can currently get all 3 SRs, and become a master of one of either potion/cooking. As you're potentially only actually missing one out of five areas there will never be a significant level of trading/bargaining.
I'd suggest just removing the total cap, and leave it at 200 for each skill. I don't think there are any significant dangers to doing this, and it will let those who want to fully embrace crafting do so.[/quote]
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#11 2013/12/07 10:48:31 |
BLADECY |
"ZORANTHO""PARAMOUNT"What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot. Leave skills as it is with 200 max per skill . All i want is to craft pots n cook till 200 on my main . Thats all My crafting plan is 200 armor 70 weapon 70 acc 200 pots 200 cooking . All on my main if possible .
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[quote="BLADECY"][quote="ZORANTHO"][quote="PARAMOUNT"]What i quite like about the crafting cap at the moment is, it encourages more competition within the crafter's market and broadens the need for more individual crafters. That is to say, if individuals are limited to one or two successful lines of crafting, then, that person cannot attain a monopoly on all crafting choices. Instead it would allow player Y to then provide the crafting services of two other choices, e.g. cook and pot.
However, it's clearly annoying to have to then craft on a store char if you do want to have all crafting disciplines.
Do you hear where i'm coming from about the whole competition thing and wanting players to interact and bargain with each other?
[/quote]
I do get where you are coming from, and this is really the only reason to have a cap.
The current cap however doesn't really achieve this, as one player can currently get all 3 SRs, and become a master of one of either potion/cooking. As you're potentially only actually missing one out of five areas there will never be a significant level of trading/bargaining.
I'd suggest just removing the total cap, and leave it at 200 for each skill. I don't think there are any significant dangers to doing this, and it will let those who want to fully embrace crafting do so.[/quote]
Leave skills as it is with 200 max per skill . All i want is to craft pots n cook till 200 on my main . Thats all
My crafting plan is 200 armor 70 weapon 70 acc 200 pots 200 cooking . All on my main if possible . [/quote]
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#12 2013/12/07 11:10:22 |
PARAMOUNT |
I was thinking more in terms of competition with regards to crafting armours and weapons, breads etc. I wasn't thinking as much about competition with SR's however from what you'r saying @Greaterix, the value of SR's is not great therefore the cap isn't doing much for that.
So if we removed the crafting cap, then players would be able to craft all disciplines meaning: Pro's -Less inconvenience in terms of store char 'spillovers' etc - More SR's in circulation, thus lowering the price of them. - More time spent in town and crafting, giving a greater sense of community and comradery between crafters. -incentiveises full time crafters. Con's -Discards the need to make choices about what to craft. -Players with skill in all disciplines may attain a monopoly on the production of armours, weapons, breads, upgrading. leaving no money to be made for other crafters from non-crafting consumers. -More SR's in circulation reducing the income for crafters. I think in the light of all this, perhaps lifting the cap may not be a bad thing.
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[quote="PARAMOUNT"]I was thinking more in terms of competition with regards to crafting armours and weapons, breads etc. I wasn't thinking as much about competition with SR's however from what you'r saying @Greaterix, the value of SR's is not great therefore the cap isn't doing much for that.
So if we removed the crafting cap, then players would be able to craft all disciplines meaning:
Pro's
-Less inconvenience in terms of store char 'spillovers' etc
- More SR's in circulation, thus lowering the price of them.
- More time spent in town and crafting, giving a greater sense of community and comradery between crafters.
-incentiveises full time crafters.
Con's
-Discards the need to make choices about what to craft.
-Players with skill in all disciplines may attain a monopoly on the production of armours, weapons, breads, upgrading. leaving no money to be made for other crafters from non-crafting consumers.
-More SR's in circulation reducing the income for crafters.
I think in the light of all this, perhaps lifting the cap may not be a bad thing.[/quote]
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#13 2013/12/07 11:17:42 |
BLADECY |
Its not that you can get 200 crafting skills in 2 days . It will take ages but we all know that at a point crafting skill cap wont have a point as talking with higher lvl chars on game they will all craft near or at 100 lvl . Lvl cap wont be 100 for ever so pls lift crafting cap now to help solo players !
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[quote="BLADECY"]Its not that you can get 200 crafting skills in 2 days . It will take ages but we all know that at a point crafting skill cap wont have a point as talking with higher lvl chars on game they will all craft near or at 100 lvl . Lvl cap wont be 100 for ever so pls lift crafting cap now to help solo players ![/quote]
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#14 2013/12/07 12:13:49 |
GREATERIX |
"PARAMOUNT" I think a compromise would be: >remove total skill cap, allowing any amount of skill in each upto 100, but only allow 1 to go past 100 as a primary >bring in armors such as dark/shadow/bone allowed craftable & next tier weps after last currently craftable at skill 125-150+ >possibly an increased chance of tags every 10 skill over 100. this will give full-time specialized crafters a decent way apart from upgrades/SR's for income.
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[quote="GREATERIX"][quote="PARAMOUNT"]
So if we removed the crafting cap, then players would be able to craft all disciplines meaning:
Pro's
-Less inconvenience in terms of store char 'spillovers' etc
- More SR's in circulation, thus lowering the price of them.
- More time spent in town and crafting, giving a greater sense of community and comradery between crafters.
-incentiveises full time crafters.
Con's
-Discards the need to make choices about what to craft.
-Players with skill in all disciplines may attain a monopoly on the production of armours, weapons, breads, upgrading. leaving no money to be made for other crafters from non-crafting consumers.
-More SR's in circulation reducing the income for crafters.
I think in the light of all this, perhaps lifting the cap may not be a bad thing.[/quote]
I think a compromise would be:
>remove total skill cap, allowing any amount of skill in each upto 100, but only allow 1 to go past 100 as a primary
>bring in armors such as dark/shadow/bone allowed craftable & next tier weps after last currently craftable at skill 125-150+
>possibly an increased chance of tags every 10 skill over 100.
this will give full-time specialized crafters a decent way apart from upgrades/SR's for income.
[/quote]
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#15 2013/12/07 12:40:38 |
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