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CNR or another craft system

I don't know what the general stance is, but I used to play on another server that implemented Craftable Natural Resources (CNR) - players could craft armor and weapons, and there were different ores scattered in increasingly difficult to reach areas that provided certain benefits. This was one of the most fun parts of the server to me, and is really one of the only things that I think could make this a little more fun. Since this setting is the Underdark, there would definitely be a good deal of ore. As it would create a reason for players to go into the wild other than jobs, and it wouldn't even use the quest system, I feel this would be beneficial. On top of all of this, the emergence of certain PCs that focus in noncombat fields would create a deeper level of roleplay.

They are working on a new crafting system. Don't know what all it entails though.

They are also implementing an herbalism system that will probably allow the ore hunting you described, but with plants and fungi and so on.

And as Howland has formerly mentioned, you'd get people taking up space just to go really really far away alone to make a mithril sword. It would just be a gift for not participating in RP, for the most part.

Magic_salesman_shadow It would just be a gift for not participating in RP, for the most part.

Maybe sometimes you dont always feel like interacting with other people, would that stop you from learning more about a skill? Nope, I dont think you should be forced to rp with others, and dont give me the 'Its an rp server, dont wanna rp, leave' Eh, sometimes you dont feel up to it, and wanna do some nice crafint. :P

But then it Only becomes crafting...people who craft get rich, so everyone crafts and it becomes resource chasing and hoarding. It's gash eventually. no I dont think we need a craft system particularly.

Smoogles
Magic_salesman_shadow It would just be a gift for not participating in RP, for the most part.

Maybe sometimes you dont always feel like interacting with other people, would that stop you from learning more about a skill? Nope, I dont think you should be forced to rp with others, and dont give me the 'Its an rp server, dont wanna rp, leave' Eh, sometimes you dont feel up to it, and wanna do some nice crafint. :P

Which is probably why they don't want a crafting system like that put in. :P

Every server I've seen with crafting implemented, the players focus way too much on it. Mostly it's done in a way that makes every single character capable of crafting if they want, if it is to get implemented I'd like to see it limited to perhaps a few factions or a limited amount of PCs. This way it stays on a low level.

If say an NPC smith takes an apprentice, and he'd choose one PC for this. Then that single PC gets access to the smith and can create arms and armor. He'd need ore, so he can ether gather some friends and go mining, or hire miners. Or buy from the nearby mines. Ore should be rare to find at random places, so that he might at sometimes be forced to buy from the nearby mines.

Potion brewers, arms and armor smiths, wand crafters, jewellers etc, all should be limited like this in my oppinion. It makes the craft attractive, and the one that's lucky enough to make it will make profit. Perhaps the apprentice have strict rules to follow, or a very demanding master, which may leave the apprentice no option but to abondon his crafting due to certain circumstances which is unbearable for him (and that way will open a spot for new PCs).

It would lead to interesting RP contra the situations where each end every PC crafts and compete against each other.

- Maruz

Well.. I spent most of my day today making potions and throughout that venue of selling them I was able to meet 4 new characters and through one of the characters met 4 more in a group. We RP'ed for about an hour later on and I was able to flesh out my character to them. Made contacts and everything!

So for me it actually allowed me to RP more. But I do see the points made about crafting and how some people will just craft, craft and craft and don't care or even remember who they sell stuff to.

Please dont impliment a crafting system, other then, potion making / wand making :(

Maybe there should be an application to make a crafter, since there is a bit of hostility toward the idea?

Search How can anyone REALLY be more qualified to play a crafter then anyone else? Any crafter only contributes so much and I doubt any one crafter can contribute to the server as a whole that much more then any other....

If NPCs were implenmented to portray the masters within the different crafting arts, such as mining, arms and armor smithing, bowmaking, jewelrymaking, tailoring, leatherworker etc it could be easilly handeled. Say the smith accept two or three apprentices (PCs), and promise that one possition as an employee shall be granted, the thee crafters he select will have to compete and perform certain tasks for their master. The master will demand high percentages of the profit in return for their apprenticeship (that way the greed and wealth factors are controled), and the tasks should lead to RP. The PCs that are interested should then send in applications, with the same furmula as for the DM factions (with focus on goals for the possition). To be fair with who gets the possition, the DMs could select randomly among those they choose are good enough.

The master smith may require of his apprentices to bring in important business contracts from the town watch to supply them arms and armor. Then the apprentice have to find a way to beat the excisting deal they have etc.

I don't think crafting is bad if it's controled, and not overly focused on. Not every person out there should just like that become a skilled crafter.

I'll speak for myself, but I'm sure some other DM's have at least partial agreement here.

1) Crafting is B O R I N G - boring. 2) Crafting does not create good storylines. Instead it makes for people standing around waiting for their work time to come up, and people carrying lots of materials, so they won't even think about doing something actually useful. 3) Crafting bloats up the module with lots of scripts and templates. Just to put it into perspective, most crafting additions off the vault would double the size of the mod. We are lean and mean right now, and crafting would ruin that. This means more lag, and harder editing for DM's. 4) We have NPC's for this. They don't want to lend you space to craft. They want to sell you stuff. The Duergar don't want you taking their iron. As a matter of fact, they will likely kill you for suggesting it.

We do have a "crafting" system in the future, but it's a story driven system, not one of the normal systems where if you are willing to stand around long enough, you can accomplish stuff.

In response to the original thread, though it's highly realistic and was somewhat nice to have in the expansion modules of NWN, there were never any situations where the crafting features were ever used.

On this module, keep in mind that this is not a true online game, the DM's aren't paid for this and so it's not like they HAVE to listen to their player-base like we're paying for a service or something.

Crafting is hard to think of all the intricacies involved with it. Personally, I think the upcoming herbalism is equally not needed as it's basically the same thing as crafting, but with plants instead.

djspectre On this module, keep in mind that this is not a true online game, the DM's aren't paid for this and so it's not like they HAVE to listen to their player-base like we're paying for a service or something.
I don't think you couldn't be more off-key with what you just said, and I may even be so bold to say this is an offense to what the DM's have done for the playerbase so far. They are here to keep it fun for everyone, and that is their main objective. Sure, they aren't paid, but they are the most flexible DM team I've ever seen, very much concerned with the welfare of the playerbase.

They don't HAVE to listen. But they do.

djspectre

On this module, keep in mind that this is not a true online game, the DM's aren't paid for this and so it's not like they HAVE to listen to their player-base like we're paying for a service or something.

Believe me, the DM's listen A LOT to what the player base wants to see. However, we also weigh the positives and negatives of those suggestions. Crafting causes module bloat, which causes lag.

1) If you feel crafting is worth not being able to do many quests due to lag, then it's a good idea. 2) If you feel having a large portion of the player base standing around waiting for thier time at crafting stations is a good thing, then it's a good idea.

We don't want to run sims. We don't want to run a server to play house. We aren't looking for people who do nothing but wait at crafting stations. It's about adventurerers and stories. Crafting does not create good stories. We DO have systems on the to do list that should contribute to stories, but they won't be traditional crafting. They will require people going out and doing stuff.

The other big constraint is the size of systems. Putting in big systems and making it work in your current code is a big deal. Making sure things balance out is a big deal. We have a limited number of coders and basically infinite ideas for projects. As a result, it's always about prioritizing. Any kind of crafting just has been lower on the list.

Thrawn We do have a "crafting" system in the future, but it's a story driven system, not one of the normal systems where if you are willing to stand around long enough, you can accomplish stuff.

This sounds very good. I envision a story driven system where, for example: A quest to find a particular fungus/plant which only grows in one known area--but is also jealously guarded by a tribe of <fill in blank> who use that fact to sell it for themselves. Lots of story branches could stem from something like that.

Is that sort of what you're talking about Thrawn?

That's the idea.

Magic_salesman_shadow And as Howland has formerly mentioned, you'd get people taking up space just to go really really far away alone to make a mithril sword. It would just be a gift for not participating in RP, for the most part.

Hoping someone reads this, but what if the mithril deposit was in a slightly nearby drow slave mining operation? Might make for fun DM quests.

My current character is a katana maker first and a fighter second. Lower than common Strength (14), with a focus in Craft Weapon. I fully intend to pursue this craft, and have spent a good amount of time researching katana-craft in particular.

With that being said, I don't want to mine for ore, sit in a forge and click, then sell my stuff to players and be rich. What I want to do is hire a miner, gather an expedition and go out to find a rare and exotic ore. Then find a talented blacksmith to smelt it. Earn the rights to a forge, and get into the spirit of the craft, even if I'm just emoting to myself for the most part. I don't want to make a million cheap-arse swords; I want to make katana I can be proud of. I want to make something epic, and drag other players along whenever I can. I don't think I need a craft system to do it; the profession of katana maker (for me) is solely a platform on which I can build certain forms of roleplaying and interactivity with the world and its population.

I started this character knowing there's no crafting system, but I believe that by having a goal and working towards it, anything is possible. I don't think the server needs a "craft weapon" system in place for me to craft a weapon. Anyways, I really like the idea of a story-based crafting system, since it sounds right up my alley. Well, I also want to RP working at a forge, though I can't for the life of me figure out why. Mmm, mundane tasks.

*thumbs up*: Outside-the-box crafting. *thumbs down*: Conventional, point-and-click crafting system.