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Craft Augmentations, SOE needs input

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  • #61
    A simple fix for some of the problems mentioned....

    1. Player Crafts an Item that displays stats, but does not have the augmentation tag and is not a usable item.

    2. Player/Purchaser needs to buy an "Adhesion Kit" from an NPC (similar to PoP Ornate/Elemental armor) that comes with the container and a vial of adhesive.

    3. Player/Purchaser then puts the vial of adhesive and crafted item into the container and does a no-fail combine.

    4. Resulting item is now an actual aug and nodrop. Combine with armor like you would with any LDoN/GoD aug.

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    • #62
      nice idea Garl.
      Wyloc Wormwood
      70th level Freelance Assassin
      Terris Thule

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      • #63
        Augs

        I would really like a way to combine augs to make them more powerful and save on used slots. I currently have an Int of 269 but am capped at 255, I have +9 int in the bank from 2 augs and have around +12 or so int from augs on my armor. I would really like to be able to combine two or so of the same int aug to make a stronger aug that takes one slot. Would be cool if they were droppable as well.

        I could collect up a number of int augs and combine them and put up a +20 int aug that was made up of 4-5 smaller augs. Even if it stayed nodrop I would then only need to use one slot.

        Just a passing thought.
        Amaruk
        55 Monk

        Anetu Tsileud
        68 Enchanter
        Journeyman Artisan
        Baking 300, Pottery 200, Fletching 200, JC 297, Brewing 200, Blacksmithing 200, Tailoring 212, Research 200
        1450 club

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        • #64
          Originally posted by Amaruk
          I would really like a way to combine augs to make them more powerful and save on used slots. I currently have an Int of 269 but am capped at 255, I have +9 int in the bank from 2 augs and have around +12 or so int from augs on my armor. I would really like to be able to combine two or so of the same int aug to make a stronger aug that takes one slot. Would be cool if they were droppable as well.
          You're over the cap and you want to combine augs.... so you can get more over the cap? I don't get it.

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          • #65
            If you're at cap with a +3 and a +9, a +12 would keep you AT cap (if the other two were removed) and also free up a slot for something *else* - like str.

            SFG
            Magelo Profile

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            • #66
              Combining augs sounds great. However I would imagine that the balancing issues would be "tricky" especially for things like +HP/MANA/AC etc.

              If you limited it to things like normal stats (Int etc) and saves I guess it would not be as much of a problem (due to caps on stats).

              Also I would guess that you would need to limit the top end to (at least) not much more than the current max available aug of that type.

              I would guess that on most servers (I play on FV) there are currently lots of Augs rotting or going unclaimed imagine if low level characters could suddenly start making +12 int augs.

              Continuing if you tried to make it so that Any Aug + Any aug = new aug then you are looking at a LOT of recipies. I would guess that you would need to limit it to at the verry least same stat augs, and probably only augs that are the same (e.g. 3int + 3int)

              Finally I would imagine that there would need to be some cost & some loss involved (there always is) so I guess you would need a.n.other item (to stick them) and the resultant item should be worse than the sum of the parts (i.e. 3int + 3int = 5int)

              There now maybe just maybe SoE would see that as balanced & possible :-)

              Jarak.

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              • #67
                Originally posted by Jarak_akn
                Combining augs sounds great. However I would imagine that the balancing issues would be "tricky" especially for things like +HP/MANA/AC etc.

                If you limited it to things like normal stats (Int etc) and saves I guess it would not be as much of a problem (due to caps on stats).
                But if you open up more aug slots for HP/AC/mana augs, that'd be the same net effect.

                I don't know, I don't see enough augs dropping in LDoN to make me really want to worry about getting more slots (that and all my combat stats - barring STA - are capped when I'm grouped).

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                • #68
                  Craft Augments

                  After reading all these, I believe that the final augment should be nodrop. To do this though I believe that the new tradeskill augments should be something like this.

                  Let's say we wanted to make a proccing augment. First we would need a vial, a potter will need to make an Exquisit Vial (335) (depending on how good the proc is) now the Rogue will use this vial to craft a Stunning Potion (305). With this potion in hand a Smith will now create a Steel Ore of Stunning (250).

                  With this Steel ore of Stunning anyone would then be able to combine it with a tinkered Augmentation Device (NO-Drop) in a forge to create an

                  Crafted Ore of Stunning-NO-Drop, weight 0.1 (ya know monk would want) porc - some type of Stun

                  A jeweler can make a gem with certain properties, then have a potter, tinkerer or smith create an inset and then make it an augment with the augmentation device. A Fletcher could craft ...don't know what. An Alchemist can craft low lvl potions which can be used to imbue a gem that gives something like sow.

                  Yes you will probably have some lower end items which are easier to make, but I believe most would need to be decently hard to make in order not to make LDoN become trivial as an expansion. The use of multiple GM TSers could easily get the entire community involved. I could see tinkerers, Alchemists, Rogues, and of course Jewelcrafters making the starts of many augments, with smiths, tailors, potters and fletchers helping with the finished products. 2-4 tradeskills per augment is what I see as best for the community and the last combine (like solstice in a forge) being a necessity.

                  Sorry baking, brewing, and fishing....but I just don't see augments being made from food (maybe a fishing augment could be made with 2% fishing or something)...but poles will still break...maybe a cheap augment. Guess you might brew a mighty concoction but I just don't see it.

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                  • #69
                    As long as everything is consumable i'll be happy. We need more comsumables to create and stable economy.
                    Master Zaepho

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