Ritual foci on 06/23/2014 08:11 AM CDT
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A couple quick questions about ritual foci...

I am under the impression that these will be craftable. What I am unsure of is if there will some sort of variability in strength or effect within a single type. There's an obvious difference between permanent foci and the temporary charged ones with respect to usage, and there is also an obvious difference between foci that work with different mana types and/or spellbooks. But will there be a difference between two permanent foci that affect the exact same mana types and spellbooks?

Related to that, is there going to be a difference between the store-bought foci and player crafted ones aside from the customization of their usage type, mana-type, an spellbook purview?
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Re: Ritual foci on 06/23/2014 01:09 PM CDT
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Ritual Foci as a system lack the depth necessary to make them "better" when crafted. I'm encountering a lot of difficulties accommodating this and other areas of existing magic lore.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Ritual foci on 06/23/2014 01:16 PM CDT
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>>Ritual Foci as a system lack the depth necessary to make them "better" when crafted.

I'm assuming these were already pitched, but just in case...

1) Lower RTs for using.
2) Lower MD requirement.
3) Increased mana cost reduction.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Ritual foci on 06/23/2014 01:25 PM CDT
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<<1) Lower RTs for using.
<<2) Lower MD requirement.
<<3) Increased mana cost reduction.

I suspect those will be better implemented as add-on enchantments rather than an inherent stat of a foci.

One other question. Will the current store-bought foci be converted to the crafting system once released or will they become obsolete?
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Re: Ritual foci on 06/23/2014 01:38 PM CDT
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>>I suspect those will be better implemented as add-on enchantments rather than an inherent stat of a foci.

I'm just thinking of final product vs inherent value, but yeah. Trying to frame in the scope of how crafting tools themselves work. 3 is a bit of a stretch, but couldn't hurt to check and could be a foci's version of tempering or whatever.



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Ritual foci on 06/23/2014 05:42 PM CDT
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>>One other question. Will the current store-bought foci be converted to the crafting system once released or will they become obsolete?

I always try to make storebought Tier 2 or Tier 3 because they are commonly available.



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Change of Course? on 06/28/2014 12:48 PM CDT
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The Artificing Core has been done for months, but I've been unable to make much progress on the individual enchantments. As of right now -

Tools are all in (Burins, Augmenting Loops, Enchanting Braziers)
Artificing founts are all in (Fragile, Thin, Thick, Heavy)
AP spell runestones are in
A handful of simple fluff enchantments are in


Concerns:

Runestones are remaining a simple system. I was not able to add any depth to them, so they will not benefit from rare materials or rare sigils. This puts them at odds with the other crafting systems. Runes will also require you to prepare the spell to enchant them which involved some custom mechanics and likely require rare materials for balancing reasons, so I'm avoiding them for the initial release.

Wands - these are not going to be a part of the 1.0 release. I may move them into the other 2 enchanting disciplines. Number of concerns we've not been able to work through yet.

Ritual Foci - Like runes, these will not have the complexity I was hoping for. I had allocated... 5 techniques to them? They'll be just 1 technique now and comprise only a single enchantment.

TM Foci - still coming, but I have several weeks of work left to make them happen.

Sigil Havesting - stalled. Still looking for someone help me finish this up. Sigil-scrolls as an item are done, but sigil books are not.

Founts - with the changes to runestones, wands and foci, there is less of a clear path on how Founts were going to function. My original concept for the Fount to "power" the device and determine how it is used and how much charges/durability it receives, isn't working out as intended.


So, as of now I do not have a clear path on how to get Artificing out. My original ideas for for Runes, Wands and Foci to play a bigger part in the system, but that isn't presenting itself as a viable option. These were all useful because they gave me the most "bang" for the development effort. You code one runestone and you've coded them all. The remaining enchantment ideas are all 1-script 1-item. At this rate it will be next year before I am close to being done.


Would people be heartbroken if I shelved Enchanting until next year and focused on something else? Options would include:

* Poisons/Disease - Poison crafting and Remedy expansion
* Woodshaping - Bowmaking and fletching
* Tinkering - Traps, Crossbow and Slurbow making, misc stuff (could stall out like enchanting has)


Please let me know....



"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Change of Course? on 06/28/2014 12:56 PM CDT
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>>Please let me know....

Personally: Poisons/Disease >> Tinkering >> Enchanting >> Woodshaping.
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Re: Change of Course? on 06/28/2014 01:01 PM CDT
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Tinkering and then poisons IMO.


Sometimes I like opening moongates in crowded areas just to watch all the people look through them. It's like watching Pavlov's dogs and the dinner bell.

Lyzalian Farscribe
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Re: Change of Course? on 06/28/2014 01:05 PM CDT
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Death to magic!



Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
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Re: Change of Course? on 06/28/2014 01:16 PM CDT
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>>Please let me know....

Personally: Woodshaping >> Poisons/Disease >> Artistry >> Jewelry Making >> Q.O.L. fixes to current crafts >> Additions to Crafted Good for Cloth, Leather, Stone, and Bone >> Tinkering >> Enchanting

From an outsiders view the Woodshaping seems like it would be the least amount of work in order to see a result. Harvesting would be a pretty straightforward process. Just tools and templates would need adjusted/added, right? Poisons/Disease has the bones lain out with what we already have with Remedies, yes? So just need to add in materials and templates for that, and to also decide how potency will work.

With Wood, Metal, Leather, Stone, and Bone off the plate that would make sense for artistry to come in with different halfts, handles, hilts, grips, etc. so that they could be used in addition with the dyes released to pretty much construct the bare bones the artistry discipline. While adding those in, could add in templates for leather containers and expand leather clothing/accessories as well as throwing some requested templates for the other established crafts. This would also be a chance to add in some craftable components for tinkering IE: crossbow stocks, springs, cranks, levers, etc.

With all that out of the way, you'd have the basic crafts set up to provide the materials needed for tinkering. So some templates and tools added would get that off the ground. Maybe after this point, or any time during it, you'll come up with a for sure way that you desire to handle Enchanting as well as position yourself to have a multitude of items in players hands that will be ripe for practicing said enchanting on.

That's just my two cents on the subject.



A brief, unbidden thought crosses your mind that you just implicated yourself and Anjinson in the murder of Terald Sanfala. You wonder if anyone will notice.
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Re: Change of Course? on 06/28/2014 01:37 PM CDT
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This makes me sad because Enchanting is the only crafting skill that's not already out that I'm interested in, and it's annoying to be unable to train it as a skill (and likely to continue to be unable to likely train it as a skill), but I'd rather stuff get made than crafting freeze up entirely as development goes.

Some random suggestions as brainstorming:

Runestones could come in ones like exist now (Break after X uses), better ones (Become null after X uses and are rechargable), and best ones (Never break or run out of juice - Rare mats involved most likely).

Runestones could be socketed into an item to give it special properties.

Wands isn't just wands, those are just a pre-makeable template that holds a large amount of enchantment. ANYTHING can be a wand though, with the right material/skill of the enchanter.

Wands are a step up from runestones, in that they just outright cast a spell without needing to prepare it or anything like with runestones.

TM Foci sound like a good idea and I look forward to seeing what happens with them.

Ritual Foci as a single tech enchantment seems reasonable. Maybe another tech or two that modifies their use? (Reduced RT, foci can be used while worn, etc). Call it Focus Mastery and have it talk about you being more efficient with using it to collect mana streams or something.


- Starlear, Warrior Mage and Lieutenant of Ilithi's Crystal Vanguard -

- I maintain the Warrior Mage Beginner's Guide at:

https://elanthipedia.play.net/mediawiki/index.php/Beginner%27s_Warrior_Mage_Guide
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Re: Change of Course? on 06/28/2014 01:50 PM CDT
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Well keep in mind that fletching is a 5-6 week project. Lumerjacking would take me 3-4 weeks, and the remaining items would include things like:

* Furniture 1-2 weeks
* Practice weapons 1 week
* Hafts/Handles/Hilts/Poles 2-3 days


A lack of sufficient items to make the Discipline work is another reason why I've delayed Wood Shaping. Fletching is equivalent to 2 weapon categopries in Weaponsmithing. Furniture 1. Everything else is 1. Then we have 3 repair techniques and 3 harvesting techniques. That still leaves us about 6-8 short.




"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
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Re: Change of Course? on 06/28/2014 01:54 PM CDT
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> Would people be heartbroken if I shelved Enchanting until next year and focused on something else? Options would include:

Go for it. No preference on what you work on instead.
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Re: Change of Course? on 06/28/2014 01:58 PM CDT
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> Go for it. No preference on what you work on instead.

Yeah, I'd say we get the most benefit if you're working on something for which you're feeling an inspiration rather than having to force yourself through. With all the effort you put it, it seems like it'd work out better for everyone!


> hum tuneless
You hum a tuneless tune.
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Re: Change of Course? on 06/28/2014 02:06 PM CDT
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It does make me slightly sad, only because I assume most everyone is still working mech lore along with their preferred craft(s), and when enchanting comes out, nearly every HLC will have 750-1k+ ranks on day 1.

Also, of course, because it's the main craft I've been wanting, with weaponsmithing as my back-up hobby.

-Master Ndin
https://elanthipedia.play.net/mediawiki/index.php/Ndin
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Re: Change of Course? on 06/28/2014 02:27 PM CDT
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For crafting I've been waiting on poisons since the beginning so that is what I'd like.

<<Runes will also require you to prepare the spell to enchant them>>

I'm a bit bummed about the rune thing having to use casted magic, it continues to nudges the two "supernatural" classes farther out of the enchanting system.

Yamcer


"You know, while I understand the importance of seeing the (personal) validity in other's arguments, it's impossible for me to believe fully that others are correct. If their argument was correct, I'd change mine." - My GF
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Re: Change of Course? on 06/28/2014 02:32 PM CDT
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Allowing, for example, a Warrior Mage to generate a Bless rune without any input from a Cleric is a non-starter.

Yes, this does cause problems for guilds who by design do not share their abilities in the system, but in a sense that could be seen as the price of not sharing guild-abilities in the system. Dispel works in broadly the same way: Barbarians cannot dispel because Barbarians are not subject to dispel.

It's part of the issues that are causing there to be a stall in enchanting, but the way out is not to run roughshod over guild abilities.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Re: Change of Course? on 06/28/2014 02:41 PM CDT
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Shaping woul fill a nice gap and let Rangers have something. Just saying as a non-ranger. throw the poor guys a bone.

[00:15] Chatter[Uzmam] Damian just wants to beat up dancers, what a bully
[00:15] Chatter[Morpion] Wait for them outside the club at 3 am?
[00:15] Chatter[Damian] i enjoy making them scream with pure terror
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Re: Change of Course? on 06/28/2014 02:48 PM CDT
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>throw the poor guys a bone.

They'd just try to carve it.



Weapons for Sale:
http://www.elanthipedia.play.net/mediawiki/User:Caraamon#Wares
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
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Re: Change of Course? on 06/28/2014 03:31 PM CDT
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sling crafting please! :D



Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
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Re: Change of Course? on 06/28/2014 03:38 PM CDT
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Enchanting is the only crafting system I've really been interested in, and have been waiting for over a decade to be able to do(Warrior mage enchanting before the mech split), it seems like every time it's close it gets put off just a "little bit" longer.

I wouldn't want to force you to consider releasing a broken, or hollow system, or one that doesn't even work well just to release it, but I would be generally heartbroken to see this put off AGAIN.

I totally understand if this is what needs to happen, but egh...
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Re: Change of Course? on 06/28/2014 04:10 PM CDT
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Woodshaping, Poisons, Tinkering, Enchanting with QoL stuff before all of it.
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Re: Change of Course? on 06/28/2014 04:27 PM CDT
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Have to say, been waiting for enchanting since Moon Mages got it and we (WM and Clerics) were told, you're next! Now I understand things change but this has been a tremndously long delay since that day.

Rehlyn

A Maelshyvean shadow beast slows long enough to deeply inhale some of the swirling shadows surrounding it. After a moment, it sighs with great releif and blackness oozes from its ears and nostrils.
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Re: Change of Course? on 06/28/2014 04:52 PM CDT
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I'm hoping to see enchanting released so we can train the skill and finally kill off mech lore. Watching people braid for enchanting ranks is getting kind of old.

If not enchanting, I'd like to see shaping mostly to have a new type of harvesting. Maybe fiber gathering as well?
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Re: Change of Course? on 06/28/2014 05:37 PM CDT
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When it cant be enchanting, then my vote goes to remedies/poison/disease.
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Re: Change of Course? on 06/28/2014 07:03 PM CDT
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I prefer poison/disease personally, but I think you should work on whatever you feel most interested in doing at the moment. Coming back to enchanting later with fresh eyes may not be a bad idea.



Never attribute to malice that which is adequately explained by stupidity.
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Re: Change of Course? on 06/28/2014 07:25 PM CDT
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>>At this rate it will be next year before I am close to being done.

>>Would people be heartbroken if I shelved Enchanting until next year and focused on something else?

Those thoughts sounds like it would be another couple years before enchanting will be done and able to be trained. Yes, it would be disappointing. But I suppose if it's bogged down then there's no point in holding up other development. It sounds like a test where you answer the questions you can first and then go back afterwards and try the harder questions a second time.

Is there possibly a compromise? Perhaps even a limited release so the skill can be trained even if the item selection isn't really amazing? From what you've told us it doesn't sound like it.

If not, then probably Tinkering > Woodshaping > Poison/Disease. I might not use them much, but they sound interesting.
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Re: Change of Course? on 06/28/2014 07:46 PM CDT
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>enchanting delay:
I'll mirror some of the comments about how it would be nice to have the last crafting lore skill trainable. But from the OP on this thread, there seems to be some significant conceptual issues that aren't working out without, well, a LOT of work. And it would be more fun and less stress for everyone I think to just set Enchanting aside until the kinks are worked out. I'd actually like to see the "known bug" list whittled down a bit on existing systems before another one was started. That being said, my vote would (of course!) be for Poisons/Diseases to be next.

>woodworking: That still leaves us about 6-8 short.

-What about a section of artistic woodworking, similar to the beads in stone carving? Statues, vases, candlesticks, etc?
-And as a future tie-in to artistry, maybe things that can eventually be embellished into jewelry, so beads, bracelets, stuff like that.
-And couldn't a lot of the items from the Blacksmithing "generic" chapter be done similarly with wood too? The cases & boxes, scratcher, barbell & mask all would look great in some fancy-dancy wood...:)
-Alchemy tools! We still need to be able to make pyramids, bowls & mortars, they could tie in here. Could offer some overlaps too like mixing sticks and pestles.
-Maybe a stretch, but some sort of technique to pulp the wood and then make paper. Could include something for making a frame, pulping bowl, mixing bowl, etc. Then a few different weights of paper to make, one for origami, one that mirrors the paper you get up in Siksraja, one for wrapping paper (that's live through a fest or event, right?). Google has 1001 different instructions on a search, found one with an at a glance for what's needed to get started: http://pioneerthinking.com/crafts/makingpaper

~Kythryn
"Travel is fatal to prejudice, bigotry, and narrow-mindedness." - Mark Twain
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Re: Change of Course? on 06/28/2014 07:54 PM CDT
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I vote for poison and disease. And acid. And fire.

These are all systems I can use to kill and maim Moon Mages and thus they are good.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Change of Course? on 06/28/2014 07:56 PM CDT
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My top things I'd like to see you working on:

1) Making bows and Arrows.
2) More/advanced maker's marks.
3) Poisons.
4) QoL fixing for engineering. IE allowing stone combining, and anything you possibly can do to help get inventory sprawl issues under control.
5) Enchanting.



<<No, I get to be an evil sociopath and psychopath when I want to, and kill babies for fun when I want to, but when game events start up, you don't have any right to treat me like a thieving murdering evil villain, you have to respect my rights to go
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Re: Change of Course? on 06/28/2014 08:44 PM CDT
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>I vote for poison and disease. And acid. And fire.

Hah, that's also my vote. I am not just saying that because it will mean more Necro spells... Well, actually I am.

Elusive
mundus vult decipi, ergo decipiatur
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Re: Change of Course? on 06/28/2014 08:52 PM CDT
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>>I vote for poison and disease. And acid. And fire.

Frostbite, electrical burns, lodging items, suffocation, drowning, and explosive shrapnel...



Never attribute to malice that which is adequately explained by stupidity.
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Re: Change of Course? on 06/28/2014 09:46 PM CDT
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Dear Simutronics,

Please hire some full-time development help. Even if it's only for a 6 months or a year, GM Kodius can only do so much by himself and we don't want him to burn out. Also, whatever happened to the other Crafting GM?


a little sad that enchanting is likely to be delayed even more, but like some others have also said or alluded to, I feel it's better if you can work on something else instead of releasing an inferior product that you won't be happy with or just feels unpolished/unfinished. Maybe patch up some of the bugs from the crafting feedback page, or maybe work on another discipline in Engineering or Outfitting or Alchemy in the meanwhile, then head back to Enchanting. Who knows, maybe along the way while working on one of those others, you'll get inspiration for what's stopping you in Enchanting.

as for what I'd like to see next if enchanting is to be delayed.

Tinkering > Artistry > Poisons

or

Cloth/Fibers gathering system/Cloth blending creation system > Lumberjacking



Blackguard Danoryiel

"Sogan udazama umbunor fau arrazoi inishatu seiremisai. (Only the fallen have nothing to despair)"
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Re: Change of Course? on 06/28/2014 09:58 PM CDT
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Personally: Woodshaping >> Poisons/Disease >>Make Alchemy about 75% less painful>> Artistry >> Jewelry Making >>Q.O.L. fixes to current crafts >> Additions to Crafted Good for Cloth, Leather, slings , Stone, and Bone >> Tinkering >> Enchanting



Vote:
http://www.topmudsites.com/vote-DragonRealms.html
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Re: Change of Course? on 06/28/2014 10:00 PM CDT
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>Also, whatever happened to the other Crafting GM?

I think the code ate him.

We lose so many GMs that way.

Please, feed the code more.

Kaeta Airtag

"I have faith in the current crop of GMs to not screw people over"

>>Actually an opinion cannot be changed or corrected. Nice try back of line.-VERATHOR
>>But it can be wrong.-Starlear
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Re: Change of Course? on 06/28/2014 10:38 PM CDT
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Tinkering and woodworking please.

~Engineer Ascot Ryuzzaki, Bonecutter of M'riss
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Re: Change of Course? on 06/28/2014 10:39 PM CDT
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> Would people be heartbroken if I shelved Enchanting until next year and focused on something else? Options would include:

Enchanting by nature will clash with the forging system since higher hardness metals will be less enchantable, the weapon crafting system will survive without enchanting for a while. I would like to see poison/disease get revamped, this system currently does nothing for anyone.
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Re: Change of Course? on 06/29/2014 05:44 AM CDT
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I agree with folks who would like a way to train the enchanting skill even if it is as mundane as knitting for outfitting.
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Re: Change of Course? on 06/29/2014 10:21 AM CDT
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It would be nice if TM foci and the handful of fluff got released, but K noted that TM foci still needed work, even though a few threads have stated that proper TM balance for magic primes could be hanging on them, that would also officiate the mech split.

I'm just torn on the matter, I guess. I really appreciate elemental weapons being mostly finished as that helps other systems pending on them(Warrior mage summoned weapons to show my bias), and I'm happy to hear the core is done, so if it wouldn't be incredibly taxing to release the foci and such, that would probably be the middle ground, but if K really doesn't have enchanting in him right now, then I wouldn't want anything pushing him to hammer away at it just for the sake of a release.
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