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Very Hot Topic (More than 75 Replies) Cannith Crafting - Part Deux (Read 22983 times)
PersonaNonGrata
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Re: Cannith Crafting - Part Deux
Reply #50 - Jul 18th, 2016 at 9:21pm
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karavek wrote on Jul 18th, 2016 at 2:12pm:

Really raid gear never should of been a thing in a DnD based game. As its ski.

... to make exactly what they PR another wanted which is just another way to foster diverse characters and social interaction...


I was right with you up until these bits quoted, and then I have no fucking idea what you're on about.
Huh
  
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Re: Cannith Crafting - Part Deux
Reply #51 - Jul 19th, 2016 at 12:05pm
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PersonaNonGrata wrote on Jul 18th, 2016 at 9:21pm:
I was right with you up until these bits quoted, and then I have no fucking idea what you're on about.
Huh


Lol sorry been doing this mostly while on my phone. I believe I meant akin to artifacts for that first part. And the second bit was probably just or. Somtimes this niggas tech typing with my thumbs shit is the true source of miscommunication.
  
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Re: Cannith Crafting - Part Deux
Reply #52 - Jul 19th, 2016 at 12:32pm
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Frank wrote on Jul 18th, 2016 at 4:40pm:
Your post is a huge mishmash of "how it is in PnP," (Wizard bonus feats and magic item crafting) "how it should be in PnP" (how artifacts 'are intended' to be used), and complaints about a long and storied history of power creep that has existed throughout this game's lifespan.  Bitching about GS is about 5 years past the point where it even matters.

DDO is not PnP.  Cannith Crafting is not the PnP magic item crafting system, where the crafter has to spend XP to create an item.  Well, ok, the time spent at the Cannith Crafting station can legitimately be said to be an XP tax, since in the amount of time spent on leveling your CC skills you could easily level your character many levels past someone who does invest their time into CC.

But I'm still not sure that I'm understanding your point.  If you have one.


Well I am saying to some extent yes its because they diverged so wildly from PNP. And its actually a nine year old complaint and a battle lost to the Barbie doll mana sponges who made up about 80% of the games population and directly brought about the era they then complained endlessly about where cleric players would rather go anonymous or solo or duo with a rogue buddy maybe a bard and ranger as well since the nearly blacklisted classes of year one often ended up banding together and had far more fun then in groups of hjeal me and hold my cape while I do the actual playing.

And yes by the second year anniversary the power chasm was already huge if you stepped into content post shroud made you could feel it that they where designing it with all the exploiters wearing complete GS gear kits in mind.

It was the first noticed In the now long list of ways devs made design choices not based on the game but on the way a huge amount t of their most loyal players chose to exploit the flaws remorselessly.
  
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Re: Cannith Crafting - Part Deux
Reply #53 - Jul 19th, 2016 at 5:30pm
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karavek wrote on Jul 19th, 2016 at 12:32pm:
And yes by the second year anniversary the power chasm was already huge if you stepped into content post shroud made you could feel it that they where designing it with all the exploiters wearing complete GS gear kits in mind.

It was the first noticed In the now long list of ways devs made design choices not based on the game but on the way a huge amount t of their most loyal players chose to exploit the flaws remorselessly.

Wait. You're saying the devs paid attention to what was happening in the game? That was a goddamn fucking golden age.
  

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Re: Cannith Crafting - Part Deux
Reply #54 - Jul 20th, 2016 at 4:22am
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Revaulting wrote on Jul 19th, 2016 at 5:30pm:
Wait. You're saying the devs paid attention to what was happening in the game? That was a goddamn fucking golden age.



Grin  Grin  Grin
Indeed RV, it twas.
  
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Re: Cannith Crafting - Part Deux
Reply #55 - Jul 20th, 2016 at 4:33am
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DropBear wrote on Jul 20th, 2016 at 4:22am:
Grin  Grin  Grin
Indeed RV, it twas.


Oh, O.K. Oscar fucking Wilde.
  
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Re: Cannith Crafting - Part Deux
Reply #56 - Jul 20th, 2016 at 8:51am
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Revaulting wrote on Jul 19th, 2016 at 5:30pm:
Wait. You're saying the devs paid attention to what was happening in the game? That was a goddamn fucking golden age.


I think pyrite age would be more accurate. While it was still new it had a sheen  at its core it was a rather valueless game play for me the only real appeal was character building and having stables full of alts the more it became about grinding one uber character was the death knell for me personally. And I genuinely have no real memories of people nor gameplay even with having been fairly active for 8 years. I judge novels much the same the less I recall of them well even years and years after reading them then they sucked.
  
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Re: Cannith Crafting - Part Deux
Reply #57 - Jul 20th, 2016 at 2:21pm
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Cannith Crafting - Part Trip

Some commentary/translations:
Quote:
Cannith Crafting Recipe Experience

The 50% success mark will now be 15 levels below the recipe as opposed to the 10 levels it is currently.
To go along with that, players will now be able to craft recipes they have at least 1% chance of success, instead of being limited to 50% and above.

These two changes should allow a bit more flexibility in what they are trying to craft.

This is mostly good for players.  But why does the cynic in me keep whispering "They want to sell success boosters!"
At 50% chance I used the free (plat purchased) 10% boosters and dealt with it if I had a bad run of luck.  But if people can try at 1% then they are probably more likely to want to buy the store-only success boosters.

Quote:
Runearms

Don't have further information on this time, addressing that here as I know it will be a question. Information will be provided as we get to further direction on that point. It is mainly a matter of decided how to adjust the runearms to work with the new system and which effects they will get to craft.

Still managing to be incomplete in the information provided.  What she meant to say was Rune Arms and Cannith Challenge gear.  I think.

Quote:
Flex Shards

The plan is to not launch with flex shards. We think there is a good balance that can be found between Random, Named, Crafted loot and flex shards will knock some of that out of the way. The Cannith system will be a bit different from before and some of the power and versatility is tough to see without getting your hands on the system.

They just aren't good designers.  The proposed (read: already coded and won't be changed regardless of player feedback, as per SOP) NewCC limits what effects can go where based on the current CC item restrictions and then further subdivided that 'flexibility' by limiting what can go into Slot1, Slot2, Bonus1.  By removing 'flex shards' they are removing options that existed in OldCC.  Removing options is never a good thing.

Their excuse:
Quote:
Why not allow Cannith to put effects in any slot? In the new loot system, Named Items main advantages are that they don't have to follow the slot restriction for effects and get the Quality bonus type for effects. If Cannith also ignores the slot restrictions it takes a way a big aspect of what makes Named Loot special and goes a long way to making Random Loot useless.

Since power creep has already made a lot of Named items obsolete, that really isn't a valid consideration.  The only excuse remaining then is NRL.  And so they are saying that the egos of the people who developed NRL have won in the boardroom over the egos of the people developing NewCC.  Because really all they are saying is that they favor the one system over the other.

Quote:
Collectables

Collectables will be used in all the crafting recipes. Existing collectables will be used, but to help fill out the range of collectables, new ones will be created that drop in the higher levels and drop in both FR and Eberron. Exactly which collectables and how many per recipe is still being designed.

This is just utter crap.  In OldCC you can make a huge number of items just using the essences you stood at a machine for hours melting down magic items to create.  Now you'll need collectables for all recipes?  If anything kills the NewCC system (aside from incompetent programming), this will be it.

Quote:
We will be adding collectables to FR as well, with the Eberron related lore ones removed (so no Soarwood for example).

So in the creation of a new crafting system they aren't just eliminating the old crafting system of the same name, they are also eliminating the Stone of Change crafting system.  Or at least breaking parts of it, since Lightning Split Soarwood is required for the Resistance Ritual.  Given their general level of incompetence, this is probably an unintended change.

And there are still a lot of craftable effects that are going to vanish when OldCC goes away.
« Last Edit: Jul 20th, 2016 at 2:27pm by Frank »  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Cannith Crafting - Part Deux
Reply #58 - Jul 20th, 2016 at 2:47pm
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Frank wrote on Jul 20th, 2016 at 2:21pm:
Cannith Crafting - Part Trip

So in the creation of a new crafting system they aren't just eliminating the old crafting system of the same name, they are also eliminating the Stone of Change crafting system.  Or at least breaking parts of it, since Lightning Split Soarwood is required for the Resistance Ritual.  Given their general level of incompetence, this is probably an unintended change.


Where are you getting this from?  I see nothing that says that Lightning Split Soarwood is leaving the game.  Just that Soarwood won't be in the collectable loot tables in FR.  The section you are quoting is talking about how collectables will be dropped in Eberrron and FR using a new tiered system and that in FR, they will add FR specific collectables and drop the eberron specific ones.   

That doesn't mean they won't still drop in Eberron.  Or be usable.

I also have not seen anything that says the Stone of Change and the adamantine/resistance/force rituals will be altered or removed in any way. 

Are you sure you aren't reading more into the comments than is actually there?
« Last Edit: Jul 20th, 2016 at 2:56pm by Asheras »  
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Re: Cannith Crafting - Part Deux
Reply #59 - Jul 20th, 2016 at 3:04pm
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Asheras wrote on Jul 20th, 2016 at 2:47pm:
Where are you getting this from?  I see nothing that says that Lightning Split Soarwood is leaving the game.  Just that Soarwood won't be in the collectable loot tables in FR.  The section you are quoting is talking about how collectables will be dropped in Eberrron and FR using a new tiered system and that in FR, they will add FR specific collectables and drop the eberron specific ones.   

That doesn't mean they won't still drop in Eberron.  Or be usable.

I also have not seen anything that says the Stone of Change and the adamantine/resistance/force rituals will be altered or removed in any way. 

Are you sure you aren't reading more into the comments than is actually there?


I quoted the source...
Quote:
the Eberron related lore ones removed (so no Soarwood for example).

It's easy to read into something that uses the words 'for example,' but it did say specifically that "the Eberron related lore [collectables will be] removed."  If Soarwood is on that list, then so is Lightning-split Soarwood.

And they don't need to mention Stone of Change rituals at all, directly.  If they say they are removing the collectables (or at least one of them) from the game that the SoC requires, that by logical deduction removes that SoC ritual from the game also.
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Cannith Crafting - Part Deux
Reply #60 - Jul 20th, 2016 at 3:39pm
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Frank wrote on Jul 20th, 2016 at 3:04pm:
I quoted the source...

It's easy to read into something that uses the words 'for example,' but it did say specifically that "the Eberron related lore [collectables will be] removed."  If Soarwood is on that list, then so is Lightning-split Soarwood.

And they don't need to mention Stone of Change rituals at all, directly.  If they say they are removing the collectables (or at least one of them) from the game that the SoC requires, that by logical deduction removes that SoC ritual from the game also.



OK.  Let's try this again.  Here is the whole paragraph you are taking your quote from:

Quote:
Collectables

Collectables will be used in all the crafting recipes. Existing collectables will be used, but to help fill out the range of collectables, new ones will be created that drop in the higher levels and drop in both FR and Eberron. Exactly which collectables and how many per recipe is still being designed.

Purified Dragon Shards will still be used as well.

We are creating a scaling treasure system for collectables. The tiers will be broken down into 5 level ranges and the collectable device in a dungeon will automatically check the level of the dungeon and pull from the correct tier. So if you were to run a level 5 quest on normal, you'd get the level 1-5 tier collectables, if you ran it on hard, you'd get the 6-10 tier collectables. And if you were to run those on epic difficulty, you'd get the higher tiers as well. We will be adding collectables to FR as well, with the Eberron related lore ones removed (so no Soarwood for example).
(Emphasis on your quoted portion.

As you can see, it is in a paragraph talking about the scaling treasure system for collectables.  Basically the loot table for collectables.  What happens when you click on an adventurer's pack or bookcase or crude altar or purple bag.  In the past, there was a single table.  Now there will be a scaled table.  This table will have variants based on the level ranges.  Also, there will be an FR table and an Eberron table depending on where the quest is located.  The FR table will have collectables specific to FR + generic ones.  The FR table will not have collectables specific to Eberron (such as soarwoods).  Conversely, the Eberron table will not have the FR specific items but will have the Eberron specific ones (such as soarwoods) + the generic ones.

They aren't saying soarwoods are being removed from the game entirely. 

  
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Re: Cannith Crafting - Part Deux
Reply #61 - Jul 20th, 2016 at 3:44pm
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Asheras wrote on Jul 20th, 2016 at 3:39pm:
OK.  Let's try this again.  Here is the whole paragraph you are taking your quote from:

(Emphasis on your quoted portion.

As you can see, it is in a paragraph talking about the scaling treasure system for collectables.  Basically the loot table for collectables.  What happens when you click on an adventurer's pack or bookcase or crude altar or purple bag.  In the past, there was a single table.  Now there will be a scaled table.  This table will have variants based on the level ranges.  Also, there will be an FR table and an Eberron table depending on where the quest is located.  The FR table will have collectables specific to FR + generic ones.  The FR table will not have collectables specific to Eberron (such as soarwoods).  Conversely, the Eberron table will not have the FR specific items but will have the Eberron specific ones (such as soarwoods) + the generic ones.

They aren't saying soarwoods are being removed from the game entirely. 



Seems pretty clear that they ARE ADDING collectibles to FR......with ones that are strictly related to Eberron Lore (Like soarwood) NOT being included in the ones they add to FR content.

They are not removing soarwood, they are just not adding it to FR.
  

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Re: Cannith Crafting - Part Deux
Reply #62 - Jul 20th, 2016 at 5:24pm
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karavek wrote on Jul 20th, 2016 at 8:51am:
I think pyrite age would be more accurate.

You say potato, I count with my fingers & toes. Same difference.
  

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Re: Cannith Crafting - Part Deux
Reply #63 - Jul 20th, 2016 at 5:26pm
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karavek wrote on Jul 20th, 2016 at 8:51am:
I judge novels much the same the less I recall of them well even years and years after reading them then they sucked.


It shows!
  

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Re: Cannith Crafting - Part Deux
Reply #64 - Jul 20th, 2016 at 9:59pm
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The bigger question is why they feel the need to create separate FR and Eberron collectible tables?  Really?
With all the issues and inconsistencies within the game, do you really think anyone other than Uska is going to give a shit that soarwood is dropping in FR?  I couldn't care less.

Seriously, their focus is really screwed up.  What a waste of effort.

As for introducing new collectibles - typical Turdbine misguided bullshit.
"Can't have people maxing out the system from day one.  We need to introduce some new shit for people to collect - they'll love that!"

Collectibles being mandatory in crafting is simply a hurdle in the system, to slow down progress.  The last thing DDO and the new crafting system need are impediments to progress.
The bloody game is dying, you don't make it harder for people to enjoy it.

Whomever is designing this shit is so out of touch. 
Essentially S.O.P. for Turdbine.
  
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Re: Cannith Crafting - Part Deux
Reply #65 - Jul 20th, 2016 at 10:48pm
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DropBear wrote on Jul 20th, 2016 at 9:59pm:
The bigger question is why they feel the need to create separate FR and Eberron collectible tables?  Really?
With all the issues and inconsistencies within the game, do you really think anyone other than Uska is going to give a shit that soarwood is dropping in FR?  I couldn't care less.

Seriously, their focus is really screwed up.  What a waste of effort.

As for introducing new collectibles - typical Turdbine misguided bullshit.
"Can't have people maxing out the system from day one.  We need to introduce some new shit for people to collect - they'll love that!"

Collectibles being mandatory in crafting is simply a hurdle in the system, to slow down progress.  The last thing DDO and the new crafting system need are impediments to progress.
The bloody game is dying, you don't make it harder for people to enjoy it.

Whomever is designing this shit is so out of touch. 
Essentially S.O.P. for Turdbine.

I doubt 95% of of the player base would even know if soarwood was ebberon specific.  Of the 5% who would know, maybe 5% of them would give a shit about the lore issue.
  
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Re: Cannith Crafting - Part Deux
Reply #66 - Jul 20th, 2016 at 10:54pm
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DropBear wrote on Jul 20th, 2016 at 9:59pm:
Whomever is designing this shit is so out of touch. 
Essentially S.O.P. for Turdbine.

The real conundrum is that according to the latest downtime announcement, someone in that fucking mess they call a company was able to recognize not just one bug, but multiple bugs and then was allowed to try to fix them. How do you accomplish that while being out of touch? This is some blind-martial-arts, ninja-level shit. It has to be, because we know they are all unquestionably still out of touch.

Frankly, I'm confused and impressed.
  

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Re: Cannith Crafting - Part Deux
Reply #67 - Jul 20th, 2016 at 11:06pm
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Asheras wrote on Jul 20th, 2016 at 10:48pm:
I doubt 95% of of the player base would even know if soarwood was ebberon specific.  Of the 5% who would know, maybe 5% of them would give a shit about the lore issue.


So we're back to just Uska then?    Grin


Revaulting wrote on Jul 20th, 2016 at 10:54pm:
The real conundrum is that according to the latest downtime announcement, someone in that fucking mess they call a company was able to recognize not just one bug, but multiple bugs and then was allowed to try to fix them. How do you accomplish that while being out of touch? This is some blind-martial-arts, ninja-level shit. It has to be, because we know they are all unquestionably still out of touch.

Frankly, I'm confused and impressed.


Here's how I rationalise it RV - Sev thought those things were over-performing, so he's delegated someone to fix them so he can distract the masses with, "Hey we did something!" and the fanbois did rejoice and froth at thy mouth.

Don't lose any sleep over it, so they fixed a few bugs out of how many?


But why did they fix them?
Low hanging fruit?
Some intern over-performing?
PacMan larp was being upgraded?
An accident, someone used an old version of code and realised it worked better?
Who cares.

I'm not quite ready to congratulate them just yet...
« Last Edit: Jul 20th, 2016 at 11:07pm by DropBear »  
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Re: Cannith Crafting - Part Deux
Reply #68 - Jul 21st, 2016 at 12:24am
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DropBear wrote on Jul 20th, 2016 at 11:06pm:
so they fixed a few bugs

I'm not outright refusing to believe they have, but I would like to note that so far all we know is that they said they have.

It's important to keep perspective on these things.
  

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Re: Cannith Crafting - Part Deux
Reply #69 - Jul 21st, 2016 at 1:13am
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Asheras wrote on Jul 20th, 2016 at 3:39pm:
They aren't saying soarwoods are being removed from the game entirely.

All right, you've convinced me.

The issue remains that they are still:
1) Adding new collectables to a game bloated to the gills on them.  They have collectables that they have never bothered to utilize correctly or fully.  See: Soul Gems and Cannith Crafting for just one example.
- Trap the Soul requires an expensive component (except for the pay to play Warlock class)
- Many Soul Gems have zero utility
- Can't even use a high level SG with zero programmed use in a recipe requiring a lower level SG
See Trapmaking for another example.
2) Requiring every single fucking NewCC recipe to include collectables
EDIT: 3) Missing a good number of effects available in OldCC
4) Creating NewCC with less flexibility than OldCC had.  And that doesn't even include the lack of flexible shards.

And now that they appear to have put some actual work into the new tables and such there's a zilch chance that they will respond to the very many players who have posted their objection to adding these new collectables in the various NewCC thread.

Asheras wrote on Jul 20th, 2016 at 10:48pm:
I doubt 95% of of the player base would even know if soarwood was ebberon specific.  Of the 5% who would know, maybe 5% of them would give a shit about the lore issue.

I did, because soarwood is used to make airships = Ebberon.  It gives a fairly large hint in the name itself, even if you haven't played in a Ebberon campaign.  And I didn't.  Care that they could drop in FR, that is.  (Lore for not giving a fuck:  With all the traffic between Eberron and FR, some soarwood seeds were spilled on FR and now they are an invasive species)  All I'll care about now is whether the Lightning-split version has an increased or decreased drop rate.  All signs point to decreased, because no FR collectables are being removed from the Ebberon table, and they are adding a fuck-ton of new collectibles for a head-up-their-ass reason.
« Last Edit: Jul 21st, 2016 at 1:51am by Frank »  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Cannith Crafting - Part Deux
Reply #70 - Jul 21st, 2016 at 1:27am
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Frank wrote on Jul 21st, 2016 at 1:13am:
All I'll care about now is whether the Lightning-split version has an increased or decreased drop rate.

They fixed the drop rate issue a long time ago by motivating uh, let's call them "independent contractors", to work for free on a solution.
Would you like 1k or so?
  

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Re: Cannith Crafting - Part Deux
Reply #71 - Jul 21st, 2016 at 1:30am
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*just wonder how fucked up trapmaking is going to be by that update*

honestly, except for the perfect gearing for TR Trains, there's no point to use CC.
the only ( semi ) useful usage is for essences to make deadly traps and grenades.

for the rest, as I said long ago, the whole fucking collectable/crafting in DDO should have been thought as a complete and all encompassing crafting system.

you collect raw material ( they need to up the drop rate of said raw materials ), you refine them, you use them to craft items.
you collect raw material ( they need to up the drop rate of said raw materials ), you refine them, you use them to add powers to items.

recipes varies depending on what you're doing ( item or power to embed ).

anyway, I'm just interested/concerned by how fucked up trapmaking is going to be following this update... for the rest, I have heaps of essences sitting in the bank doing nothing and 3 bags of collecties from when I bothered to collect them, maybe I'll have some use for all that after the update. ( Right now I don't have a use, raid loot is sooo much better )
  

Yes my avatar is an Hermine eating a Greenland Lemming for brunch.
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Re: Cannith Crafting - Part Deux
Reply #72 - Jul 21st, 2016 at 1:56am
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Revaulting wrote on Jul 21st, 2016 at 1:27am:
They fixed the drop rate issue a long time ago by motivating uh, let's call them "independent contractors", to work for free on a solution.
Would you like 1k or so?

Yes.
Flav wrote on Jul 21st, 2016 at 1:30am:
*just wonder how fucked up trapmaking is going to be by that update*

Don't convert your lesser shards.  That should allow you to still create new traps until they figure out that they broken a few other systems that used essences.

Well, except for the useless Holy and Unholy trap parts.  Those are still just another reminder that Turbine isn't capable of adding new things and actually tying them in seamlessly with existing systems.
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Cannith Crafting - Part Deux
Reply #73 - Jul 21st, 2016 at 3:10am
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Bottlenecks, and how to not program them into your game:

Scenario: Play for X hours, picking up 100 items to melt for essences and 100 collectibles.

OldCC: Melt the items, and split the essences across 12 different types, some Lesser and some Greater.
Assumptions:  25% chance to make Greater Essences, 4 Greater Essences per instance.
Result: ~12.5 Greater Essences of each type per 100 items melted.

OldCC Bottleneck: At cap shard recipes take 20-40 Greater Essences each.  Shard collection is the bottleneck, with 0-1 shards able to be created per essence type, so ~4 shards per 100 items.
Collectables:  For leveling your OldCC skill no one cares, because you can always find a recipe that doesn't require any.  Only when you want to make a specific shard for actual crafting are you forced to expend collectibles.
==
Final Result: ~4 shards created for leveling your skill per 100 items and 100 collectibles.


NewCC: 100% chance to make 'greater' essence, since there is only one type.  And no splitting of the total number across 8 types.
Assumptions: 3 essences per melted item  (This is a complete WAG...  I have to plug in some numbers and this is what I chose)
Result: 300 NewEssences

NewCC Bottleneck:  Assuming the same 20-40 cost for shard creation, 175 NE should allow the creation of ~10 shards.
-BUT-
Collectables: All NewCC recipes will require collectables.  There are currently ~120 collectibles in the game (I'm not going to try to count them all, I logged on a long time char and that's how many unique types it had in the red bag).  They currently drop at ~3 different levels of frequency, since their primary use prior to NewCC was for turn-ins to collectors who wanted 3 different types, and their best rewards took the least common drops.
Who knows how many new collectables they are going to add.  I'll just use the current number and pretend they have a uniform drop rate for the purpose of this exercise. 
100 picks / 120 types = 0.8 of each collectible per 100 picks.*
They have promised 5 'level ranges' of collectibles, so 0.8 / 5 = 0.16 collectibles per level range.  This is only accurate if you're running content all over the place, level wise.  So let's leave it at 0.8 assuming you ran all the content at the same level range.  Then it's 120 collectible types / 5 ranges = 24 per range.  100 collectibles picked / 24 = ~4
Assuming 1 collectible per shard recipe then we get:
==
Final Result: ~4 shards created for leveling your skill per 100 items and 100 collectibles.

Now it may look like all things remain the same.  But consider this:  You're on a TR, but you'd still like to work on your NewCC skill.  Which is very high.  Once you've expended all the higher level collectibles you're out of luck.  You are done.  No more crafting for XP for you until you level up to the point where that level of collectible drops.
Bottleneck: Collectibles

Second, consider the player who is at cap and is intrigued by this NewCC system.  To build his skill he starts crafting shards.  And then runs out of the low level collectibles which are required to continue crafting.  He must new run low level content for the low level collectibles if he hopes to improve his NewCC skill.  Not wanting to waste his time with that pointless exercise, he gives up the idea of NewCC altogether.
Bottleneck: Collectibles


* Note that they have promised more collectibles, which will mean that all other things remaining the same the number of each collectible type per 100 picks will drop.  That doesn't have to reduce the number of shards able to be made in this hypothetical, so long as they manage to include a recipe for every collectible in the level range.  But it certainly could.
  

No, let me be Frank.

Digimonk wrote on Dec 8th, 2016 at 12:39pm:
I've had multiple RoSS rot just from doing the explorer points in Sands across multiple lives since it is exclusive.


Smart players know how to use buyback.

Digimonk wrote on Dec 22nd, 2016 at 1:58pm:
I will not chone.

I did what I did intentionally and while my primary purpose was not to annoy the other Vaulties, I acknowledge that it was a side effect.


Smart people don't elicit "side effects."  They understand in advance the consequences of their actions.
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Re: Cannith Crafting - Part Deux
Reply #74 - Jul 21st, 2016 at 3:52am
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Frank wrote on Jul 21st, 2016 at 1:56am:
Yes.

My own supplies vary from server to server. Still, I have no doubt whatever your server (barring Wayfinder), someone's proxy mule account can hook up your proxy mule account. Unless you do something stupid like try to arrange the finer details in public.


Frank wrote on Jul 21st, 2016 at 3:10am:
Bottlenecks, and how to not program them into your game:

You are spot on, and your break-down would be productive, except I'm pretty sure Turbine is more or less always looking for ways to add bottlenecks to the game. Which now makes your break-down counter-productive, except I'm pretty sure Turbine will never see it. Even if presented to them personally, in power-point.
  

Silence is golden, but I only get silver rolls.
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