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 Thread (3 posts)
jimsmith08  3/04/08 8:25:33 AM

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Joined: 11/14/07
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A small piece with a dev giving a basic run over on crafting and the Puzzle box.

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We have the sort of 'combine things and make a result' semi-crafting with the Puzzle Box ( ahem. Horadric Cube ).

The Crafting system is skill-tree based, kind of like the Skill system. There are 3 panes, each associated with different groups of elements. There are skill tracks for various groupings of items that can be crafted ( swords& axes, Helm & cape, etc. etc. ) covering armor, weapons, potions/consumables, rings, amulets, and 'heraldries'.

You get 1 point to spend per level, so that gives you 50 crafting points at max level.

There are also a series of 50 crafting 'quests' that require you to complete specific recipes to advance, with rare ingredients. You get 1 point for completing each of these - so a committed crafter can have 100 points to spend.

There are probably 200-300 some-odd base ingredients - some of those are refined from other ingredients. You gain skill in refinement by investing in the tiers for a given Crafting pane. Unlike the Skill system, in Crafting, tiers only unlock per-pane ( but it only takes 10 points to unlock the full set of tiers, as opposed to 30 in Skills ). Ingredients drop from harvestables ( Trees, plants, ore nodes, etc. ) or from specific monster types.

I think we have over 1000 recipes now.

Items can also be broken down into component parts that can be used in some recipes.

Recipes are learned from a trainer, or from recipes that drop. There are no restrictions on how many recipes you can learn, but recipes have a base level requirement in their associated core skill.

For a given recipe, there are multiple parameters that you can alter. For instance, if I'm crafting a shortsword, I can modify Base Damage, Speed, and Heraldry level. Increasing any one of these properties increases the risk that I will fail when creating the item ( not changing any properties is 0 risk, and thus will always work ).

Investing in an associated skill ( for instance, the Honing skill in Swords & Axes ) reduces the risk of getting the desired property, and increases the range of values as well.

Heraldries are the other part of crafting - Heraldries are basically like super-gems. EVERY crafted item has one Heraldry socket. Heraldry sockets have specific levels ( so my Shortsword might have a Heraldry socket level of 5 - )
Only Heraldries at or below that level may be placed in those sockets. Through skill investment you can improve the level of the Heraldry sockets for a given item type.

Heraldries, unlike Gemstones, can have much more potent effects, and always have several. They can also be charge or time based, to offset some of the higher-potency effects. Heraldries can also be replaced at any time in an item, destroying the previous Heraldry, so you're never stuck with one.

There are also floating skills in the Crafting tree, not tied to any specific item type, that provide extra bonuses to created items ( fire damage/resist, random affixes, etc. )

The Consumable recipes ( potions, etc. ) have other sorts of items than can normally be found - tossable grenades, group heal potions that can be thrown to the ground in a group, bandages that continue to heal you slowly over time, etc.

Basically, we're trying to have a relatively interesting system with some fun choices that doesn't involve grinding away and making 1000 pairs of pants to get to the next level.

 

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Sounds pretty good.

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jimsmith08  3/06/08 11:46:07 AM

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Joined: 11/14/07
Posts: 307

Bit more:

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I wanted to give our community a bit of a heads up with the coming Crafting system. I hope this thread will give a little clarity to the new system being released with zone 3. One important concept I hope to convey is that of Heraldries.
Please ask questions, bring up concerns – or just comment on my bad grammar. So with that said:

Crafting Bullet Points:

1) There is a crafting Tree. Three panes. Each Pane holding 6 skill lines and 6 floating skills.
a. Out of the 18 Crafting trees, 15 of them encompass creating equipable or useable items; for instance “Boots and Gloves” , “Sword And Axes” and even “Potions, Grenades and Bandages”
i. Each Tree has a few properties which when invested in will allow you to adjust the items’ properties( Damages, Defenses, Attack Speed, and more ). I’ll talk about this more later.
b. The other three trees will create Weapon, Armor and Trinket Heraldries.(I’ll Talk about later )
c. The 6 floaters will allow for you to add random effects to items you create, Elemental Defenses, Elemental Damages, random affixes and even modify your weapons damage range.

2) There are over 800 recipes currently. Unfortunately with that many, most have not been hand tweaked yet. However the recipes have been generated with some pretty good logic.
a. Recipes range in levels from 1-30.
b. You learn new recipes by finding them or buying them from Crafting Guild NPCs.
c. You get to the recipe list by pressing “R”
d. Investing in a Crafting Category makes the recipe’s properties better. So a level 1 crafter can possible make the same item as a level 50 crafter, but the level 50 crafter will be able to create a much more powerful item.

3) There are well over 200 ingredients.
a. There are 6 categories of advanced ingredients. For instance, Iron + Coal will give you Steel. Each of these 6 categories have 10 additional ingredients.
b. There is an ingredient bag, which you can get to by pressing “I”. This of course brings up your inventory, but you’ll now see a couple of tabs at the top (Backpack, Ingredients )
c. You can break down items for ingredients – if you complete the first guild quest.
d. Ingredients drop from specific monsters and useable nodes in the levels.

4) There will be 99 pts you can invest in the crafting tree. However at release there will be only 72.
a. One point per level up
b. There will be 50 quests given to you by the crafting guild. Completing each one, gives you a crafting point. On release there will only be 23 quests to complete. We’ll be adding the other 27 very soon.

Explanations:
How to Create Items from Recipes:

You’ll collect recipes from some monsters but most recipes can be bought from the Crafting Guild. When you press “R”, you’ll be shown the Recipes you know. There is a pull down to sort your recipes. Recipes in Yellow mean you have the level required to create the item; red means you haven’t invested in enough in a crafting category.

When you click on a recipe; you’ll be presented with an icon representing what you can make. Mousing over it will show its current properties. You’ll also be shown what ingredients and the count needed to create the item.

There will also be six floating skills you can invest in via the crafting tree:

Fire Damage/Resistance
Ice Damage/Resistance
Electrical Damage/Resistance
Poison Damage/Resistance
Random Affixes
Damage Range

Of course some of these won’t be useable on some items, such as Damage Range on Armor.

Risk

Each recipe will have certain properties that the crafter can adjust on the item they are making. Dragging the slider to the right will increase the property’s value but at the same time raise the risk of failing to create the item.

Investing in the crafting skill tree will lower the risk and raise the property’s max value allowing for the crafter to create more powerful items with minimum risk.

An example: Bandits Blade( lvl 7 )
Damage Range Starting: 5-13 dmg ( 0 risk ) – 8-19dmg( 85% risk )
Fully invested in tree: 7-16 dmg( 0 risk ) – 9-22 dmg( 5%risk )

Recipes will have different possible risk per property. Super rare recipes of course will have higher risks of failure while lower level recipes will have a minimum chance of risk.


Heraldries:
Heraldries are like super powerful gems. They have multiple properties, such as:
150% Damage increase for all damage types.
150% Damage Increase for all pets
25% Chance to cause bleed
25% Chance to cause ignite
25% Chance to cause poison

HOWEVER, Heraldries don’t last forever. Most are time based( 25% Damage Bonus for 3 hours 23 minutes ). Some are hit based( 300% Damage Bonus for 100 hits ). Some are damage based ( 100% chance for Fire Nova, 100 times on hit ).

There are 3 different types of Heraldries - Weapon, Armor and Trinket. Each Heraldry is socketable only in those types of items.

Heraldries and Heraldry slots have Ranks. You can only socket heraldries of equal or lesser socket rank.

You can socket a new Heraldry at any time. However the current Heraldry is destroyed.

Heraldries can only be found on Crafted Items!
Crafted items can’t have sockets!


So there is a lot to take in here. Please ask questions. I would love to include some pictures but the UI isn’t final.


Quick NOTE(s):
1) Crafting Tree is broken up into three panes and each tree has to be invested individually.

Ingredients will stack( 100 )

There are quite a few different (crafting) guild members. The Guild Recipe Merchant ( Sales Recipes ), Guild Ingredient Merchant ( Sales Ingredients ) and Guild Master who gives out the quests.

all bought or found items can now have sockets. Gems will have different bonuses per item it gets socketed into.

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jimsmith08  3/28/08 10:18:59 AM

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Advanced Member

Joined: 11/14/07
Posts: 307

http://forums.mythos.com/showthread.php?t=16202

a handy list of ingredients found so far and where/how to get them.

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