Something Far-Sighted for Engineers on 06/01/2015 11:33 AM CDT
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If someone already suggested this, my mistake.

I was thinking that the making of telescopes would be an excellent product of Tinkerers. Many of the components, however, may be the product of a Blacksmith. For example, the glass lenses --- that's a GM's call.

But the assembly of these parts sound very much in the realm of an engineer in the Tinkering Discipline
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Re: Something Far-Sighted for Engineers on 06/01/2015 11:50 AM CDT
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I think it gets suggested a few times a year, but no big deal. The general plan is, some day, when Kodius clones himself, that this type of stuff will happen. Grossly speaking, he wanted players to craft most of the components we buy from shops now (handles, anvils, etc.) and I think tinkering is supposed to have telescopes.
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Re: Something Far-Sighted for Engineers on 06/01/2015 12:05 PM CDT
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Yes, I'm planning a proposal for tinkering this week :P It will include things such as lockpicks, locks, traps, crossbows, telescopes, toys, siegery, siege-engines and more!



"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: Something Far-Sighted for Engineers on 06/01/2015 12:43 PM CDT
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>> and more!

Instruments?

And thank you for all your hard work Kodius! You are a beast! Just make sure to take enough time off so you don't burn yourself out or get sick.
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Re: Something Far-Sighted for Engineers on 06/01/2015 05:11 PM CDT
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good news and bad...some folks were hinted that lockpicks were going to stay carving guess this just sums up why one time choices with regards to careers is a silly idea without a reset when all crafts are finally available.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Something Far-Sighted for Engineers on 06/01/2015 05:18 PM CDT
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>> Just make sure to take enough time off so you don't burn yourself out or get sick.

This.

I


"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
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Re: Something Far-Sighted for Engineers on 06/01/2015 09:01 PM CDT
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>> Just make sure to take enough time off so you don't burn yourself out or get sick.

The negativity that often results from actually getting things released is usually more damaging than the work itself.



"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: Something Far-Sighted for Engineers on 06/01/2015 09:04 PM CDT
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I've always said that until something is out, it is impossible to tell where it might end up. I also just checked, and my proposal notes from 2011 show lockpick making in Tinkering.



"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: Something Far-Sighted for Engineers on 06/01/2015 09:14 PM CDT
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>>I've always said that until something is out, it is impossible to tell where it might end up. I also just checked, and my proposal notes from 2011 show lockpick making in Tinkering.

I know it's been brought up a bunch of times, but whenever you get around to QoL improvements in crafting can you go shift some free guild tech slots around to match what they were given for? Thieves were given 2 tech slots in Carving for lockpicks, but it should be in Tinkering. I think there are other guilds too.

In the skilled trade of Engineering, you can learn 3 techniques from any discipline, 0 techniques from the Tinkering Discipline, 0 techniques from the Shaping Discipline and 1 techniques from the Carving Discipline.

> craft carv
From the carving crafting discipline you have been trained in Basic Bone Collecting.
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Re: Something Far-Sighted for Engineers on 06/01/2015 09:25 PM CDT
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>> I've always said that until something is out, it is impossible to tell where it might end up. I also just checked, and my proposal notes from 2011 show lockpick making in Tinkering.

This is why I think that a one-time (and optional) reset of Careers/Hobbies is really a good idea, once the whole of crafting is live. I fully understand why you don't want folks swapping out their Careers and Hobbies on the fly, but I think that, so long as "until something is out, it is impossible to tell where it might end up," the most fair option would be a single, opt-in command that wipes all techs, Careers, and Hobbies, so that anything that changed that might alter what a player wished to have chosen doesn't end up being a very unfortunate assumption.

I


"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
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Re: Something Far-Sighted for Engineers on 06/02/2015 12:37 AM CDT
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The only thing some of us have to go on because we don't have access to your personal notes is E-pedia and it's crafting page gives lockpick carvers a bonus to carving and poisons....

I am not totally angry but some folks make choices based on the only information given and then when it is changed under us we do tend to knee jerk react.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Something Far-Sighted for Engineers on 06/02/2015 01:18 AM CDT
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The problem with a 1-time reset when everything is out, is that may be 5 years away. I just don't know yet how long it will take to get Tinkering, Reactants, Cooking, Tinkering, Artistry, Jewelrycraft and the other 3 Enchanting systems out :(



"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: Something Far-Sighted for Engineers on 06/02/2015 01:45 AM CDT
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Then maybe provide a reset for each major release?

That's how other games tend to handle changes like that.



Thayet
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Re: Something Far-Sighted for Engineers on 06/02/2015 07:32 AM CDT
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>> The problem with a 1-time reset when everything is out, is that may be 5 years away.

Actually, that's the problem with not having a 1-time reset. Because I know that I for one (and I'm sure I'm not alone) won't be choosing any Careers or Hobbies until crafting is completely, entirely finished, specifically because there's no promise of a reset. I also know of at least one player who spent all of their Career/Hobby slots because he didn't know that Crafting wasn't done yet.

I


"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
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Re: Something Far-Sighted for Engineers on 06/02/2015 07:38 AM CDT
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>> The only thing some of us have to go on because we don't have access to your personal notes is E-pedia and it's crafting page gives lockpick carvers a bonus to carving and poisons....
>> I am not totally angry but some folks make choices based on the only information given and then when it is changed under us we do tend to knee jerk react.

I was going to make an argument for why it makes sense for Thieves to get a Carving bonus over Tinkering, but as I was writing it I realized that Tinkering contains crossbows, lockpicks, and traps/locks. Obviously at least one, if not both, of the Thieves' bonus Carving techs should be moved into Tinkering.

I


"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
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Re: Something Far-Sighted for Engineers on 06/02/2015 01:31 PM CDT
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I've always said too... that Guild bonuses will be relocated once Guild specific crafts are released.




"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: Something Far-Sighted for Engineers on 06/02/2015 03:47 PM CDT
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>> I've always said too... that Guild bonuses will be relocated once Guild specific crafts are released.

Ah, that's good to hear. I actually vaguely recall reading that now that you mention it. Also though, if you can reallocate the bonus techs each guild gets, it would also be nice to have the bonus techs from career/hobby choices reset in a similar fashion. I think we've both said all that we need to regarding the merits and flaws of doing it or not; I only hope you keep it in mind as a possibility.

I


"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
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Re: Something Far-Sighted for Engineers on 06/02/2015 04:38 PM CDT
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In my mind it would be similar to giving everyone a free Guild re-roll when new Guilds are released. We didn't do it for Necromancers. I'm not sure why new Crafting Disciplines should be any different. Tinkering gets lockpicking and not Carving. Necros got Risen and WMs didn't get combat Sylph familiars.

You can fully participate in the crafting system without choosing a Career or Hobby, and many Guilds get multiple of them. I'm not saying it won't ever happen. But I also REALLY don't have the time or motivation to code up re-roll mechanics right now anyways. 500-trillion other projects on my plate.




"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: Something Far-Sighted for Engineers on 06/04/2015 01:59 AM CDT
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Just make crossbows craftable. Then everyone will be happy. At least, I will. :) <3 K.
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Re: Something Far-Sighted for Engineers on 06/04/2015 02:14 PM CDT
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Crossbows, bolts and lockpicks. Then most people will be happy.
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Re: Something Far-Sighted for Engineers on 06/08/2015 04:26 AM CDT
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well to be quite honest.....

As lockpick making is a long standing guild only ability and will be opening up to the general public.


The fact Bows are almost done and nearing release, I for one can't wait to make my own Hunters bow cause that is a guild only ability that should be shared with the rest of the public as well.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Something Far-Sighted for Engineers on 06/08/2015 03:08 PM CDT
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Enough with the Snark. Guild-only stuff will not be released just yet - but everyone will eventually get a piece of the pie.



"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: Something Far-Sighted for Engineers on 06/09/2015 12:35 AM CDT
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I am sorry you took my post snarkish.

I in no way intended for it to sound like that. But I have found that written word can and will be misread a lot of times.

I was just stating that I am really looking forward to making my own stealth bonused bows that's all.

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Something Far-Sighted for Engineers on 06/09/2015 01:36 AM CDT
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I've posted a few times that Hunter's bows will not be available for everyone to craft. Guild-restricted crafting will not be added until the very end.

Over the years many players have made quite a fuss about each Guilds' special systems being made available to others. But it has to happen bluntly in the short term, with the Guild tie-ins waiting until everything is released and they can all be done at once.



"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: Something Far-Sighted for Engineers on 06/09/2015 01:41 AM CDT
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Oh nice.

I can really only think of those bows and lockpicks being guild only crafted items though....am I missing anything?

Deadly force, is the force which a person uses, causing—or that a person knows, or should know, would create a substantial risk of causing—death or serious bodily harm. Deadly Force is justified only under conditions of extreme necessity as a last resort,
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Re: Something Far-Sighted for Engineers on 06/09/2015 02:15 AM CDT
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Moon mage enchantments and cleric beads off the top of my head.



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Re: Something Far-Sighted for Engineers on 06/09/2015 07:44 AM CDT
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> I can really only think of those bows and lockpicks being guild only crafted items though....am I missing anything?

Cleric beads and enchanting as Absolon said. Once upon a time weapons smithing, leather working, and armor smithing were (or were going to be?) guild only.
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Re: Something Far-Sighted for Engineers on 06/09/2015 08:05 AM CDT
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"Cleric" Beads aren't guild only. You just either need to buy a block or have a Cleric make one. It's also VERY difficult for a non-Cleric to make one but it is possible.
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Re: Something Far-Sighted for Engineers on 06/09/2015 08:50 AM CDT
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Barbarians used to have a significant forging bonus for weapons and paladins used to have a substantial one for armor. Rangers used to get one for fletching, bowyery, and tanning - and when it came to skinning, ONLY rangers could arrange which, at the time, meant any tanning beyond superior required ranger-obtained leather. A ranger may also have needed to do the scraping... not sure on that part. Moonie enchanting... That whole system is going into the more public sphere. Traders used to be the only ones that could perfect embroidery, as I recall. Clerics at least get a bonus to beads and are the only ones that can prep the wood for it.

Taking stock of its defensive abilities, and attacking with a book of apprentice carving instructions, you are certain that the dire bear is a truly skilled opponent.
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Re: Something Far-Sighted for Engineers on 06/09/2015 08:53 AM CDT
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>>and are the only ones that can prep the wood for it

I'm actually wondering if this is true. My MM knows bless. I'll have to try it later. Carving beads beats braiding vines.
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Re: Something Far-Sighted for Engineers on 06/09/2015 12:56 PM CDT
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>> paladins used to have a substantial one for armor.

Paladins also made better shields than everyone else, tanned and metal.
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Re: Something Far-Sighted for Engineers on 06/09/2015 03:50 PM CDT
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Bless and the proper materials are what allow for making blocks, no need for a Cleric if you have these things.
Though you can also just buy pre-fab blocks from the vendors if you want to skip that step.
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Re: Something Far-Sighted for Engineers on 06/09/2015 04:00 PM CDT
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>>Ninevah1: Paladins also made better shields than everyone else, tanned and metal.

Player-made metal shields are a recent addition. They were added with armorsmithing 3.0, when Paladins lost their inherent bonus to making metal armor.



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Re: Something Far-Sighted for Engineers on 06/09/2015 05:59 PM CDT
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>Clerics at least get a bonus to beads and are the only ones that can prep the wood for it.

Haven't actually tested, but someone with a Bless scroll could probably manage to carve a block.

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
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