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Crafting in DnL

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CRAFTING

Crafting in DnL will be a vital facet and has a complex system to keep players active as they create items for their fellow players. In all there are 42 different tradeskills available from weapons crafter, to armorer, to alchemist. For each tradeskill line there are five stages of achievement for the crafter as they become better at their craft. The ranks of a crafter progress in order of Apprentice, Companion, Achieved Companion, Master, and finally Grandmaster. In order to advance to the next crafting tier a crafter must first train in making each item for that tier. For example in order for an armor crafter to advance they must be able to make each piece of armor at that tier. However to obtain the title of Grandmaster for a particular item like 2-handed swords the player must devote points at every skill tier to maxing 2-handed swords. With this system a player can specialize in a few areas but still be able to make other items of lesser quality. The amount of skill points a crafter puts into each specialty decides the amount of control they have over crafting that item and thus the quality of the outcome. While a crafter can never completely fail in making an item the skill the crafter has will play a role in their success.
The following crafting skills are currently known from game lore:

boiler making (?)
armorsmithing
weaponsmithing
tailoring
tanning
cooking
brewing
spice trading
butchering
glassworking
pottery
paper-making
weaving
jewelcraft
engineering
alchemy
fletching/bowcraft

Crafting an item

Unlike other MMORPGs the crafting system in DnL is complex with many factors playing a part in the final quality of the item. In addition to materials used and the skill of the player factors such as time, amount of heat used, weather conditions, geological placement, and astronomical alignment will all play a part in the quality of the final outcome. The base chance for producing a full quality item is 15%. This chance can be greatly increased by the player taking into account the other factors in the creation process. So while you may have a 15% chance of creating a full quality Frost Hammer anywhere you stand a much better chance of getting a better quality if you craft it during the winter as a snow storm rages.

Item upgrading

One unique aspect of DnL is that as your character progresses and their items become too weak to be effective instead of having to obtain all new items a crafter can upgrade the players weapon to a higher level. This allows a character to progress through levels with the same equipment upgrading them as they level. This also means that crafters of all skills have the chance to find work. A high level player wanting a new sword will have to start at the lowest level of sword and then have it upgraded through each tier. This means that unless the Grandmaster wants to worry with the time and energy to craft items that give him no experience they will buy already made weapons from lower crafters. This also helps with the problem of flooded markets with lower level items. Since high level crafters will always need these items to upgrade a steady demand will be present.

Obtaining a perfect item for a high level player will be no easy undertaking. In order for a Grandmaster to turn out a perfect sword or breastplate, the starting item must be perfect. This means that at every step in the crafting chain perfection must be maintained. This also means that at each step the crafter must be willing to wait for optimal crafting conditions with the weather and astronomical signs. In this regard creating two items of the same quality and stats will be rare, leading to a large diversity of items.

The creation of legendary items from a Grandmaster also has additional limitations. Many of the ingredients to craft a legendary item are perishable. This means that a Grandmaster must be able to obtain the required components of sufficient quality to craft the items before his ingredients spoil. This will allow organized crafting guilds to really shine and create these powerful items because without good organization and management with all levels of crafters getting the items together will be a near impossibility.

Additional Information

Any item can be improved by a crafter with a higher rank than the item’s creator.

Masters and Grandmasters can have NPC’s who can travel across the land to market and sell their goods.

Top level items will only be crafted by players. Monsters will only drop lower level items and crafting materials.

It will be possible to enchant weapons and armor with runes.

There are 6 main themes of crafted items based upon the main type of resource they use: wood based, crystal based, metal based, hide based, food based, and resource based.

Items will degrade with use and over time, requiring a craftsman to repair them.

Grandmasters will be able to mark items they create as a trademark. Grouping will also be needed for the crafting of some large items.

While masters will be able to make all types of items in an area, a Grandmaster will be specialized for just a few particular item types. An example is a master can craft all types of swords while a Grandmaster might be specialized in just short swords.

Official information
In an interview with Vuuar, Alchemic Dream asked some questions, also about crafting:

AD: Will item decay be visible? Can we repair items? Who can do this?

Vuuar: Yes, items will decay. We thought about showing item decay graphically, but it will depend on graphical resource availability upon release. There is a possibility that Snailgame will take care of visual decay.

Items can be repaired, but they will lose global quality over time, and finally you won’t be able to repair them at all. You will have to find a crafter with a repair level at least equal to the crafting level of the person who made the item.

We are thinking about allowing only the initial crafter to repair very high quality items, but this can be a problem if the player is not online or canceled his account. Therefore, this will certainly depend on the crafter’s level, no matter the item.

In an interview with Game Chronicles Magazine, Vuuar talks about the effect of astrology on crafting:

GCM: I also remember being told about the moon cycle and that crafters or magic users will be affected by those moon cycles (i.e. some things will be more powerful if done during a certain period of the cycle). If so, is the cycle a real-time month, or is it accelerated, and can you tell us more about this feature, as well?

Vuuar: We do have astrology in Dark and Light. Players will have to manage with its influence to determine the best as possible their craft success rate.

Some ingredients used in recipes are sensitive to celestial bodies. So, players, if they want, will have the opportunity to optimize and master their chances of success. In the same spirit, some ingredients are all sensitive to natural objects. Players will have to choose: whether they wait for the best celestial condition to get the best result to their crafts, or whether they don’t wait but then they won’t benefit from the good influence of celestial bodies
 
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wow that sounds incredibly in depth, but that is good, it allows alot of options and advancement which other MMORPGs dont have. i think its something that looks cgood because there is so much to do and the player wants to do all of it. i will be intrested to see how well it plays.
 
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Crafting is also affected by a myriad amount of other factors. All you need, for the absolute most basic of crafting, is a "forge" skill, and some skills in it and you get a simple item. However, if you have the right set of skills, rare materials you found yourself, near the heartland of your (Dark!) faction or in your own guildhall, under a constellation of your God, forging a weapon suitable for your (current) class, facing a favourable direction for your God, then you make a %$#@% awesome weapon that it way beyond anything you can find on a monstor and will do you well for at least 10 more levels before you need to even consider a new weapon.

See how it plays in together? It is sweet because it rewards those who wish to take time and craft special items, but does not penalize someone who wants to mass produce stuff for auctions.
 
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