Crafting system

Ideas and suggestions for game mechanics and rules.
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darrenhfx
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Post by darrenhfx »

Now this is good news!

I never managed to get very far with crafting on Haze but I did enjoy it and the role-playing it brought between the communities and players. :)
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Blackwill
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Post by Blackwill »

darrenhfx wrote:Now this is good news!

I never managed to get very far with crafting on Haze but I did enjoy it and the role-playing it brought between the communities and players. :)
That, I can tottaly agree with. A crafting system brings a couple of really good points. It allows for more directions a player can develope his character in even without major DM interferance. I hope I can add the knowledge I've gained in Haze, Penitence and the pre design of Haze2 where the crafting systems was being discussed. Mainly beating out the OOC abuse of it, and how that can be done.
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

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Tathkar_Eisgrim
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Post by Tathkar_Eisgrim »

In my opinion, Haze allowed me to see the good and the bad side of crafting. When players used it well, it constructively contributed to the setting. When treated as an end in and of itself (rather than as a means by which to roleplay) it diluted the setting. It became a race to farm the required rare ingredients.

I think it is sensible and reassuring that those responsible for its implimentation in ALFA are taking their time over doing it correctly.

I would suggest any good crafting system would include:

- Availability: Resources per individual, rather than limited resources. ie. A field of strawberries in which each picker could get a guaranteed share per day, rather than 5 strawberries to first come first served.

- Roleplay support: Ideally, some roleplay effort should be involved in crafting items. Such as:

- A 'keyword' system. A crafter is required to emote what they are doing: *hammers the anvil*, with the system requiring a random yey word per day.
- A Master- Apprentice system. An apprentice or assistant is required to work the bellows, whilst the Master works the forge. (An assistant is required to occupy a trigger location?)

- Limited Purchase Quotas: The ability for NPC's to buy finished goods should be capped as a control. It adds a competitive edge, controls the rate at which PCs can gain income, and pushes players to pursue other avenues of entertainment.

From my experience, crafting can add to the server environment. It does however need to be controlled. The bad players can abuse it and the system, setting a bad exemple of behaviour for everyone else.



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Overfilled Cup
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Post by Overfilled Cup »

Do not look forward to selling your goods to NPCs. the crafting team has pretty much agreed were pulling that from any proposal.

((teaser))

Great idea about availability there.
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Fionn
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Post by Fionn »

I'm not sure about the availability in practice. Rather silly to have a guy needing 5 berries standing in the field calling out to passing PCs to come pick up berries at his feet...

Spoilage OTOH, would preclude hoarding. I'm not sure if it's feasible to implement widely though.
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Blackwill
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Post by Blackwill »

Fionn wrote:Spoilage OTOH, would preclude hoarding. I'm not sure if it's feasible to implement widely though.
Berries and foods, fine. But iron ore, oak staves, etc won't spoil anytime soon if we look at it from a logical point of view. Allowing PCs to pick up perhaps 5-8 things from anything with 1 ingame day, this would suffice for most things a PC would require of ingredients, and at the same time, tackling the hoarding problem.

I want to stress out the hoarding problem could be a far bigger issue than one PC asking another in helping him carry some iron ore or the like, once in a while.
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

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Fionn
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Post by Fionn »

I'm not too worried about hoarding iron or or yew. Make all the longswords or arrows you care to. Magical reagents OTOH, even if they don't mundanely spoil, may very well loose their potency after a few days/weeks. Anyhow - it's nothing to worry about at current, and I'm not sure how feasible it would be to script.

As for your suggestion - I see that as thwarting spawn camping. I don't think we're likely to have PCs standing around a known berry patch waiting for a berry to magically appear (presuming we designated spots - usually it's a much larger area). Common ingrediants should be plentiful, and the rare ones won't be for T3 crafting - DMs will be able to oversee any hoarding that is happening.
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Blackwill
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Post by Blackwill »

Fionn, I won't push this any further. But I'm sure you'd be surprised that once this system is implemented without any limitations some people will have raided many of the ingredient spawns, and a lot of more irregular players will have a hard time finding anything.

Wait and find out the way I did. :P
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

~The ALFAn Hazite.

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Fionn
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Post by Fionn »

A valid concern. I think a global herb/plant script could be refactored if this becomes an issue. For creature drops I'm not sure I see a good solution that doesn't involve dragging n00bs out to see the [Dragon] so you can farm them.
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Brother Humphrey
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Post by Brother Humphrey »

Farm who? The dragons or the n00bs? :twisted:

More to the point, and back on subject, If anyone needs help testing the proposed crafting system, gimme a jingle. I've plenty of experience helping detect bugs in DF/Haze/Penitence CNR systems, as scripted by Lacero, Ganryu and others. I might even have lists of recipes from back then, and Blackwill may have some as well. Orangetree/FalorDrin also did a boat-load of CNRing with us back then, and has worked out his own CNR system, and would probably be happy to assist.
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Post by Stormseeker »

I truly hope this is nothing like cnr. Can we get some information on where this is going?
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Maeva
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Post by Maeva »

Stormseeker wrote:I truly hope this is nothing like cnr. Can we get some information on where this is going?
Yeah, March was a long time away, Is anything else going on?

Speaking of which, I'm the lead coder for another PW and I also worked on CNR for DF/Haze, which wasn't to bad, but setting my own scripts vice taking orders from j00bs is an other thing.

Setting Tiers or Layers is a good thing, but you should also know what your starting with or what your capabilities are. I would suggest setting up one easy mundane craft and integrating that with the scripts you plan on using to insure the process works as you expect it too. Then expand from there. In otherwords, work conjointly, set your T1 with what crafts you want available, then do one of those crafts, switch to T2/T3 and integrate it into the code, test it out, then go back to T1 and start another craft.
This way leads to different strains of thought and opens up ideas that you might have missed if you do it all in one bunch.

Many suggestions have been fixed or can be fixed in CNR, with a little imagination. It all depends on how you want ALFA to run. *shrugs*

Oh, Blackwill asked me to chime in and even to assist if you need it.

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Blackwill
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Post by Blackwill »

Lets get our heads together, and come up with a proposal. :D
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

~The ALFAn Hazite.

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Fionn
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Post by Fionn »

LOL - isn't there supposed to be a roll to see if the Soul is still available after so long?
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Rick7475
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Post by Rick7475 »

OK, I have talked to Ronan. I want in on crafting. I want to do it or advise those doing it.

I am a programmer, scriptor, or whatever you want to call me.

I have an idea of what I want to see, plans, and I can script, though I need time to look and see what the new toolset offers.

The first thing we need is our own forum for NWN2 crafting, and access only for those on the team to keep the naysayers away.

We don't need any distractions. I am convinced ALFA can benefit from crafting and I am convinced it can go in.

I have PM'ed Ronan and he will set up a forum.

Who is currently in on this and in charge? Blackwill?

The next topic we need to discuss is what gets crafted. Armor, Weapons, Fletching, Alchemy? etc. What do we want in ALFA and what can we reasonably support.
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