Author Topic: Most Effective Crafting System  (Read 325 times)

Legacy_WoC_Builder

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Most Effective Crafting System
« on: October 22, 2012, 10:43:08 pm »


               What have folks found to be the most effective crafting system available on the Vault?

I'm looking for a few things.

1) Ease of installation
2) Wide variety of end-items to create
3) Variety of resources required
4) Runs smoothly.  i.e. not lag intensive

We are a level 20 (but High-magic) world that has mostly been dependent (for high end gear) on either Builder created items, or, in the case of guild customs, DM-dependent to import guild gear.  I'd like to see us stop being so labor intensive.  We are looking at expanding our crafting system in a big way, to get away from most drops, turning the world into a resource driven market, allowing players create most of what they need after acquiring the raw materials.

As always, links are appreciated.  '<img'>

So...what has worked best for you all?

Thanks, Russell
               
               

               


                     Modifié par WoC_Builder, 22 octobre 2012 - 10:06 .
                     
                  


            

Legacy_Rolo Kipp

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Most Effective Crafting System
« Reply #1 on: October 23, 2012, 01:40:32 am »


               <winging this one...>

Have you looked into/talked with Pattycake (Nightwing) about the DoN Crafting system?

<...on a prayer>
               
               

               
            

Legacy_henesua

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Most Effective Crafting System
« Reply #2 on: October 23, 2012, 02:43:44 am »


               For the kind of crafting you are talking about CNR is the go to system, and players are familiar with it. CNR  is however resource intensive and you will want to spend a lot of time configuring it to the flavor of your world. If you can handle those two hurdles, then I'd just roll up my sleeves and do it.

However you might want to look at other leaner systems. Have a look at the one Rolo mentioned. Its currently undergoing development, and the developer might be interested in collaborating with you since it will assure them of a happy user - and perhaps a proponent.

And something that is probably very useful is a "forge" style system where players are able to upgrade existing items, by "forging" new item properties onto them.

For my own purposes, I am going with a combination of many. I am extending the built in crafting by taking on The Krit's a better craft magic and using that as a guide forward. For enabling the creation of magic items, this is very easy to implement as a number of the feats and scripts are already in the game for you to take advantage of.
               
               

               
            

Legacy_Just a ghost

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Most Effective Crafting System
« Reply #3 on: October 23, 2012, 08:01:06 am »


               Been there, done that. My own system is a monster, which I am not going to make available as it needs a lot of tinkering to get working. When I started making it I ran in some issues that will also affect your choice. Here's my 2 cents.

You really want to do something that's not covered by most current crafting systems, namely getting specialised items out of common resources. This is quite a challenge.

Making a sword out of an iron ingot is simple, but making that +5 sword with balanced properties is a different matter. You'll either need to add some infusing system like the gems of Diablo, a randomised property adder (also like Diablo) or make all the end products by hand and have a huge table somewhere linking recipe with product (which doesn't solve your problem).

The property problem is the key issue, especially on a high magic world. You need to figure out how you are going to solve that. The type of crafting system will follow from that decision.

However, the question remains if you actually need a crafting system to deal with your problem  (lots of work is put into custom gear) . It would be far simpler to add a system that creates randomised loot, skipping the crafting step. You'll find a nice script to start with in the Bazaar thread... '<img'>