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Master Crafting Policy - New!

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Master Crafting Policy - New!

Postby Rishte » Tue Jun 30, 2015 11:01 am

Hello my dearest hobbits! Welcome to the wonderful world that is Master Crafting. Below you're going to find some details on our newest policy to Shadows of Isildur: Laketown. First, here are some rules about this post:

What I would like from you:
- If any thing, line, or part of this isn't clear and could be more clear, please let me know.
- If wording is confusing, please be detailed where this is and as specific as possible so we can either clarify here or in the documentation itself.

What I would not like from you:
- Anything negative. This policy is not up for debate.
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Re: Master Crafting Policy - New!

Postby Rishte » Tue Jun 30, 2015 11:04 am

MASTER CRAFTING
INTRODUCTION

Master Crafting is the act of introducing a new design and craft to the game, whether limited to a skill-set, race or clan. Master Crafting is not the same as suggesting a craft that you feel is missing in the world. Master Crafting is wholly an OOC term and shouldn't be used in game to reference the ability to design something new. Master Crafting differs from general object/craft suggestions. Suggestions for crafts, and not something you and your character is doing the work for should be done using support tickets with a General Inquiry. Master Crafting is open to all races.

Please remember that the submission of a Master Craft or unique item is not a guarantee that it fits with canon or the game and may, at the discretion of staff, be declined, be un-clanned or altered. Whenever unsure or simply curious about submitting a Master Craft, please submit a ticket and open the discussion with staff.
 
RULES AND REQUIREMENTS
Who You Are Matters:
ORCS:
Orc crafter - 1 Master Craft per character per OOC (real life) month.
**Orcs, due the lack of AU licensing available to them are the sole Sphere to which gets the pleasure of clan-or-race specific crafts without having to patent said craft/item or deal with license costs. This includes setvaling of unique and custom-items.**

HUMANS, DWARVES, and ELVES:
Independent (unaffiliated with any clan) crafters - 1 Master Craft per character per OOC (real life) month. The craft cannot be clan-only.
Peddlers, Stall-Holders, or employees of player-run clans - 1 Master Craft per character per OOC (real life) month. The craft cannot be clan-only.
Manager and Freeman License Holders (not their employees) - 1 Master Craft per character per OOC (real life) month with the following conditions:
If the craft is within the licensed area of the holder and they wish the craft to be clanned and therefor open to employees in their clan to use, they must petition a patent from the Artisan Union at 10% the cost of their license original cost. This is a one-time fee per craft and only open to the Manager or Freeman license holder to patent a clanned, exclusive craft. Employees cannot do this.
If the craft is outside of the licensed area of the holder the craft cannot be made clan-only.
If the license is revoked by the Artisan Union for lack of payment, activity or failing to fulfill the requirements of their contract any patents will be null and void, the craft removed from the clan and the clan closed. The license holder does not get to keep the patent and craft and carry on with it.
Lodge Members - Corporal rank or higher - 1 Master Craft per character per OOC (real life) month in any craft employed by the Lodge. The craft can be clan-only if done within the licensed area of the Lodge's license and a Foreman has okayed the project. This area is the low-tier, mid-tier, or high-tier craft-type located here. Any craft outside of their license will not be clan specific.
○ Employees with rank lower than corporal can submit 1 Master Craft per character per OOC (real life) month. The craft cannot be clan-only.
Ironwood Members - Corporal rank or higher only - 1 Master Craft per character per OOC (real life) month in cooking, baking, distilling and brewing. The craft can be clan-only if done within the licensed area of the Ironwood's license and the 'Manager' has okayed the project. The Manager is the person put in charge by the Inn owner. This area is the low-tier, mid-tier, or high-tier craft-type located here. Any craft outside of their license will not be clan specific.
○ Employees with rank lower than corporal can submit 1 Master Craft per character per OOC (real life) month. The craft cannot be clan-only.
Silverweed Members - Corporal rank or higher only - 1 Master Craft per character per OOC (real life) month in medicine and first-aid. The craft can be clan-only if done within the licensed area of the Silverweed's license and the 'Manager' has okayed the project. The Manager is the person put in charge by the Infirmary owner. This area is the low-tier, mid-tier, or high-tier craft-type located here. Any craft outside of their license will not be clan specific.
○ Employees with rank lower than corporal can submit 1 Master Craft per character per OOC (real life) month. The craft cannot be clan-only.
Honey Hills Farm Members - Corporal rank or higher only - 1 Master Craft per character per OOC (real life) month in gardening, farming, chandlery, and soapcraft. The craft can be clan-only if done within the licensed area of the Honey Hill's license and the 'Manager' has okayed the project. The Manager is the person put in charge by the Farm owner. This area is the low-tier, mid-tier, or high-tier craft-type located here. Any craft outside of their license will not be clan specific.
○ Employees with rank lower than corporal can submit 1 Master Craft per character per OOC (real life) month. The craft cannot be clan-only.
• Master Craft submissions also include one-off items that are unique and have no craft with them. An example would be taking a current object and altering its desc, sdesc, and ldesc beyond that which a decorating kit can do. These one-off and unique items still require an OOC (real life) month and require a patent to be petitioned by the Artisan Union with a 10% of your license's cost. If you do not have a license, the cost of the patent varies with the worth of the item and will be determined by the Artisan Union. These items will be setvaled and cannot be reloaded or crafted. If they are lost or stolen IC, they are lost forever.
• The skill used to create said Master Craft has reached Adroit (to ensure this, type skills.) There are instances that a craft or an object would require Master to have been reached such as, but not limited to, any references made to being masterful in make or design, use of rare materials such as, but not limited to, diamonds, obsidian, mithril, etc. When in doubt, speak with staff before commencing in game with your pursuits. Some Masterful crafts and objects can require 3 (real life) months to equate an IC year.
• Some craft areas require multiple areas of being Adroit in to complete. Further details on this can be found below.
• Logs must be provided indicating the work done towards the design of this craft such as research, practice, creating a virtual prototype, etc.
• Characters must be active
• It is important to remember that when you leave a clan, any clan-only crafts that belong to said clan will no longer be available in your crafts. If you leave said clan and you have made a craft for said clan, you cannot have it unclanned and take it with you.
• You cannot attempt to clan, or patent for that matter, any craft you personally haven't submitted. Nor can you use a Master Craft slot to submit a craft for an object you did not design. You can submit a craft suggestion to the object if the object does not have a craft but that is not guaranteed and wholly at the time and discretion of staff.
• Master Crafting 'slots' or 'uses' cannot be traded or banked, meaning if you don't log on for a month, you cannot use the month you missed.
• You cannot submit a 'group' of crafts so as to use future months.
• You cannot submit a Master Craft that is a copy of a clanned or unclanned craft or object to which you are not the original designer.
• You cannot submit a Master Craft that is made of or puts to use human bodies or human parts.
• Custom weapons and armor (whether crafts or unique one-time items), due to any coded advantages will only be considered on a case by case basis as well as crafter skill to determine the quality of either.

Master Crafting is permitted for the following skills:
• ARMORCRAFT
○ CLOTH ARMOR - requires Adroit or higher in both textilecraft and armorcraft.
○ LEATHER ARMOR - requires Adroit or higher in both leathercraft and armorcraft.
○ METAL ARMOR - requires Adroit or higher in both metalcraft and armorcraft.
• ARTISTRY
○ JEWELRYCRAFT - requires Adroit or higher in both metalcraft and artistry.
○ WHITTLING - requires Adroit or higher in both woodwork and artistry.
○ BONECRAFT - requires Adroit or higher in artistry.
○ PAINTING - requires Adroit of higher in artistry.
○ SCULPTURE - requires Adroit or higher in both stonecraft and artistry.
• BAKING - requires Adroit or higher in cooking.
• BLACKSMITHING - requires Adroit or higher in metalcraft.
○ TOOLS - requires Adroit or higher in metalcraft.
○ WEAPONSMITHING - requires Adroit or higher in both weaponcraft and metalcraft.
• BREWING
○ BREWING - requires Adroit or higher in brewing.
○ DISTILLING - requires Adroit or higher in both education and brewing.
○ WINEMAKING - requires Dorwinion race and Adroit or higher in both farming and brewing.
• COOKING - requires Adroit or higher in cooking.
• EARTHENCRAFT
○ POTTERY - requires Adroit or higher in Earthencraft.
• EDUCATION - requires Adroit or higher in education.
• FARMING
○ CHANDLERY - requires Adroit or higher in both artistry and farming.
○ FARMING and HUSBANDRY - require Adroit or higher in farming.
○ SOAPCRAFT - requires Adroit or higher in both education and farming.
• GARDENING
○ GARDENING - requires Adroit or higher in gardening.
○ PERFUMERY - requires Adroit or higher in both education and gardening.
• LEATHERCRAFT
○ COBBLERING - requires Adroit or higher in leathercraft.
○ LEATHERWORK - requires Adroit or higher in leathercraft.
○ TANNING - requires Adroit or higher in leathercraft.
• LUTHIER - requires Adroit or higher in both woodworking and music.
• MEDICINE - requires Adroit or higher in both education and medicine.
• STONECRAFT
○ GEMWORK - requires Adroit or higher in both artistry and stonecraft.
○ STONEWORK - requires Adroit or higher in stonecraft.
• TEXTILECRAFT
○ CLOTHING - requires Adroit or higher in textilecraft.
○ KNITTING - requires Adroit or higher in textilecraft.
○ WEAVING - requires Adroit or higher in both artistry and textilecraft.
• WOODCRAFT
○ BOWMAKING and FLETCHING - requires Adroit or higher in both weaponsmithing and woodworking.
○ CARPENTRY - requires Adroit or higher in woodworking.
○ WOODCRAFTS - requires Adroit or higher in woodworking.

HOW WILL THESE BE KEPT TRACK:
Staff will keep track of these the same way that we keep track of retirements: player notes, support tickets, and in staff-only forums. In terms of OOC time, a real life month is 30 days.
 
HOW TO SUBMIT

• Utilize our Support Ticket system with the help topic of "Master Crafting Submission" chose.
• Use the following form:
Character Name:
Player Account:
Object Name:
Object Type:
Object Sdesc:
Object Ldesc:
Object Mdesc:
Skill used:
Clan (if any):
Last edited by Rishte on Thu Jul 02, 2015 12:07 pm, edited 3 times in total.
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Re: Master Crafting Policy - New!

Postby tehkory » Tue Jun 30, 2015 11:51 am

This looks lovely, but as ever, I find I'm in the role of hole-poker and devil's advocate. So.

At current, do Staff have any short-term or long-term interest in RACE specific craft-sets/suites, and if so, any idea when we'll see a change to this policy? If not: why not?

That question aside, this is all very wonderful. I love transparency and clear rules. It's the best thing you can do for this game outside of RPAing, and happily doesn't interfere(and even improves most RPAing). Bravo.
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Re: Master Crafting Policy - New!

Postby radioactivejesus » Tue Jun 30, 2015 12:42 pm

looking good. One thing I'd like clear and well defined rules on, are the limits of a master crafted items coded capabilities.
Do they all need to be setvals, or objects that match a currently craftable object with only aesthetic differences?
Are minor improvements allowed, such as a higher carrying weight for a container, higher durability for armour or lighter weight?
Are major improvements allowed, such as skill boosts, higher AC for armour, and higher damage for weaponry?

I feel that solid rules on what a custom craft is allowed to be, is easily as important as who is allowed to create one.
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Re: Master Crafting Policy - New!

Postby Rishte » Tue Jun 30, 2015 1:07 pm

tehkory wrote:This looks lovely, but as ever, I find I'm in the role of hole-poker and devil's advocate. So.

At current, do Staff have any short-term or long-term interest in RACE specific craft-sets/suites, and if so, any idea when we'll see a change to this policy? If not: why not?

That question aside, this is all very wonderful. I love transparency and clear rules. It's the best thing you can do for this game outside of RPAing, and happily doesn't interfere(and even improves most RPAing). Bravo.


There are currently Race-specific crafts and suites. Those that are presently requiring one race over the other will not be altered due to realism. While it is wholly possible for a character to have the want or even the need, that doesn't mean that it is realistic or that either race would have the actual know-how. For example, Orcs would not have the know-how to weave a loom. Why would they? Similarly, humans would probably not have the know-how to breed or milk a cave-sow (which is coming!). Some things are case by case. At this point, anything that is race-specific is not going to be retconned.
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Re: Master Crafting Policy - New!

Postby Rishte » Tue Jun 30, 2015 1:10 pm

radioactivejesus wrote:looking good. One thing I'd like clear and well defined rules on, are the limits of a master crafted items coded capabilities.
Do they all need to be setvals, or objects that match a currently craftable object with only aesthetic differences?
Are minor improvements allowed, such as a higher carrying weight for a container, higher durability for armour or lighter weight?
Are major improvements allowed, such as skill boosts, higher AC for armour, and higher damage for weaponry?

I feel that solid rules on what a custom craft is allowed to be, is easily as important as who is allowed to create one.


I'll clarify the capabilites, sure. Nothing is going to be amah-zing that isn't plausible and will likely require higher than Adroit and may even require combinations of skills not listed above. Some things are situational.

Setvals - Are only for aesthetics not improving the actually coded capabality of an object. We'll not be using setvals or Master Crafts to alter the current coded capabilities of current objects, no.
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Re: Master Crafting Policy - New!

Postby mongwen » Wed Jul 01, 2015 6:13 pm

You should make it once per calendar month, not once per 30 days wherever it falls in the calendar. If that means someone submits a craft on March 24th and again on April 12, oh well. They still won't be able to submit another until May. It's easier to keep track if you go by calendar months anyway. Alternatively you could do it by once per IC season. Granted it works out to something odd like 22 and a half RL days if someone were to submit a craft on the first day of a season, but it's better than using an OOC calendar and fits better IC. Under no circumstances should you enforce an entire IC year's delay on something. I just don't like the hard 30 day limit and think there are other or better ways to keep someone from sending a custom object in twice a week.

I also don't think you should automatically count simply modifying in-game objects as custom items. Depending on the modifications it wouldn't change item characteristics at all as far as coded function and capability. I'd rather see basic description changes that fall outside of modifying a coded item's characteristics be doable by the player. Decorating needs to be expanded. There's a lot of decorating you can do without changing an object's nature and staff's life would be easier if it could be handled without their intervention. That's the purpose of the time limit, no doubt, , keeping you from being overwhelmed with requests. The current 256-character limit on decorating objects with artistry kits is difficult to keep to and getting detailed with something is impossible unless it's a very short something. No way you can memorialize even a single battle or even do a detailed picture of a single someone or something complex. You should instead expand artistry toolkits' functionality so skins and whatever else can be used as paintings, for instance, then you paint whatever you want on it. I don't know if the 256 character limit is a code limitation or something else, but it's a thought.

Just my two cents and probably worth less. Usually is. :P
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Re: Master Crafting Policy - New!

Postby tehkory » Thu Jul 02, 2015 9:15 am

What I would not like from you:
- Anything negative. This policy is not up for debate.

You're gonna get those, and probably deservedly. No policy's perfect, whether it's up for debate or not. Though I think a whole year's fine for Mastercrafted furniture, easily. Probably too little for realism, depending upon what's made.

• Custom weapons and armor (whether crafts or unique one-time items), due to any coded advantages will only be considered on a case by case basis as well as crafter skill to determine the quality of either.

File this under confusing. Does this mean you CAN master-craft armor/weapons with coded advantages over other weapons?
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Re: Master Crafting Policy - New!

Postby radioactivejesus » Thu Jul 02, 2015 10:50 am

tehkory wrote:
• Custom weapons and armor (whether crafts or unique one-time items), due to any coded advantages will only be considered on a case by case basis as well as crafter skill to determine the quality of either.

File this under confusing. Does this mean you CAN master-craft armor/weapons with coded advantages over other weapons?

from the sounds of it, it is, once you get to the ridiculous high levels of a skill. I'm looking forwards to seeing staff produce some hard rulings on what can be done for mastercraft weapons/armour at each skill level
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Re: Master Crafting Policy - New!

Postby Rishte » Thu Jul 02, 2015 10:57 am

We're all adults. My general rule of thumb is if someone is just going to troll, whine, complain, throw a fit without any substantial or reasonable reason, or be a jerkface, they can stay out of the conversation. A person can disagree and not be negative about it.

As far as weaponry and armor goes... it is vague for a reason. It is wholly impossible for us to have this night-or-day. Each piece of armor, weapon, and each craft will be completely picked apart and discussed topside by staff and things will be taken into consideration: ability of the crafter, quality of materials, quality of tools, quality of clan (if any), ability of race, technology, canon, and the most important - game balance. We are -not- going to let in anything ridiculous. If you want this diamond-decked gold breastplate... okay. Yeah. Have the materials, the skill, you're going to be super sad when the stats suck though because gold is -not- strong enough to protect your boobies from yon gobbers arrows. Similarly, if you're going to work with mithril prepare to be have alot of expectations on the plate and would, with all realism due, be one hell of a hard and time-consuming path ahead of you.

We're not going to be posting rules for you guys on what coded possibilities are set forth for weapons/armor. That is going to be case by case, and with that there are grey areas, which as ever will be handled by the good graces of RPAs and Elder Staff as we battle for dominion on all things 'Game World Balance'. That said, fret not. We are never going to put in something that is ridiculously overpowered or gives a stupid-awesome advantage to -anyone-. Well. Unless you're Sauron. If you are Sauron. I'm giving you a black silk robe that makes mithril bleed adorable little fluffy white kittens that invade the world and take over. For him... anything. *eyelashesbat*

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Re: Master Crafting Policy - New!

Postby radioactivejesus » Thu Jul 02, 2015 11:15 am

Rishte wrote:As far as weaponry and armor goes... it is vague for a reason. It is wholly impossible for us to have this night-or-day. Each piece of armor, weapon, and each craft will be completely picked apart and discussed topside by staff and things will be taken into consideration: ability of the crafter, quality of materials, quality of tools, quality of clan (if any), ability of race, technology, canon, and the most important - game balance.

It's a very bad idea to have the race of a character make them magically better at master crafting, and a bad idea for the quality of the clan to have an impact either. It should be entirely decided by skills. If you think about it, the clan already gives a character an advantage by giving the character training and supplies to train with, which lets their skills grow higher. A dwarf or elf, renowned for being great smiths, both can get stat boosts to dexterity, which will mean that they are able to become better than any regular human could. Giving an additional bonus just because of their race seems like overkill.

Rishte wrote:We're not going to be posting rules for you guys on what coded possibilities are set forth for weapons/armor.

case by case basis doesn't seem like the best system to me. I imagine each staffer will have different views of what sort of bonuses a weapon should get, and I feel like that could result in a craftsman making a weapon far weaker than someone that is equally skilled, just because it was handled by a different staffer. Old SOI was infamous for favouritism, with some characters getting unstoppably powerful gear while others were stuck with standard equipment. I think you all have done a good job on preventing that, but rules would help protect against this in the future.
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Re: Master Crafting Policy - New!

Postby Rishte » Thu Jul 02, 2015 11:57 am

Nothing is going to be magickally better than anything else. We have tiers of poor quality, ordinary quality, good quality and superb quality things (the latter not really used in armor or weapons, but I'll throw it in there). Nothing new will exceed that which is already in-game, if that makes sense. If there is not a coded equivalent it won't be let in and it won't be magickally any better just for funzies.

Why did I say race? Nothing to do with elves or dwarves. Moreso with orcs. There are things that other races can do better than Orcs like weaving fine silks and knitting, and such domestic things Orcs would have like no idea how to even attempt let along do on a daily basis. We don't have house-goblins up in here.

Image

Everything is about balance. No, that elf over there is not going to make a sword that no human could possibly make. No that dwarf over there is not going to make a cloak that this elf could never possibly make.
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Re: Master Crafting Policy - New!

Postby tehkory » Thu Jul 02, 2015 12:19 pm

We are -not- going to let in anything ridiculous. If you want this diamond-decked gold breastplate... okay. Yeah. Have the materials, the skill, you're going to be super sad when the stats suck though because gold is -not- strong enough to protect your boobies from yon gobbers arrows. Similarly, if you're going to work with mithril prepare to be have alot of expectations on the plate and would, with all realism due, be one hell of a hard and time-consuming path ahead of you.

We're not going to be posting rules for you guys on what coded possibilities are set forth for weapons/armor. That is going to be case by case, and with that there are grey areas, which as ever will be handled by the good graces of RPAs and Elder Staff as we battle for dominion on all things 'Game World Balance'. That said, fret not. We are never going to put in something that is ridiculously overpowered or gives a stupid-awesome advantage to -anyone-.

Standardization. Rules. That's what I'll suggest every time. Why? Because if we had the old forums, we could dig up repeated suggestions that nothing was going to go wrong and everyone could trust and relax and on and on.

Case-by-case, etc.? It's awful. You're great(maybe). I trust you(well, I don't not trust you, not yet). But the next guy? The newbie just getting trained? The week that Icarus is off on vacation? The time that the one quiet guy turns out to have been going way over-the-top because there weren't yadda yadda yadda.

I could go on. Particular because I'm at work and this ISN'T filing. But I won't. There's lots of things where making better equipment than other races' would be okay(durability, weight), and others where it's not(armor class, damage, attack speed). And while you can say 'trust,' it's not going to produce a lot of trust. Given the people who you follow, who asked for trust before? Sometimes it's a word that brings up a red flag. We love rules. Rules are awesome.

Except when the rule is 'case-by-case.'
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Re: Master Crafting Policy - New!

Postby tehkory » Thu Jul 02, 2015 12:21 pm

A dwarf or elf, renowned for being great smiths, both can get stat boosts to dexterity, which will mean that they are able to become better than any regular human could. Giving an additional bonus just because of their race seems like overkill.

Except those boosts are useless and awful, anyway, and not equivalent to Tolkien's world. Dwarven Armor/Elven Armor should be separate, measurably 'better'(lighter/more durable, and prettier too!), but otherwise equivalent. That's the line between 'Tolkien's world' and game balance that we need.
ETA:
Oh, and more timers. Lots, lots, lots more timers.
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Re: Master Crafting Policy - New!

Postby Icarus » Thu Jul 02, 2015 1:05 pm

We're going to adjust things to be more clear-cut and eliminate the case-by-case stuff. Specific and strict rules.
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Re: Master Crafting Policy - New!

Postby Icarus » Sat Jul 04, 2015 10:46 pm

So basically, this is where we are going:

To make a "master craft" item or craft, you must already have the "standard version" of it, and your unique version will codedly be identical. This keeps down the possibility of any staff abuse or favoritism, and makes our lives easier. "Master Craft" one-off items will have their quality higher than standard items, representing the effort that went into them -- though if the item is made into a craft, the quality (if it's a weapon or item that tracks quality) will be based on your rolls.

If there isn't a "standard version" we'll probably base it off of something close to it.
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Re: Master Crafting Policy - New!

Postby radioactivejesus » Mon Jul 06, 2015 7:37 am

Icarus wrote:So basically, this is where we are going:

To make a "master craft" item or craft, you must already have the "standard version" of it, and your unique version will codedly be identical. This keeps down the possibility of any staff abuse or favoritism, and makes our lives easier. "Master Craft" one-off items will have their quality higher than standard items, representing the effort that went into them -- though if the item is made into a craft, the quality (if it's a weapon or item that tracks quality) will be based on your rolls.

If there isn't a "standard version" we'll probably base it off of something close to it.

This is the safest way to go about it imho. Make everything equal to existing crafts, and explode anyone who loads up any armour or weapons that are superior to what can already be made. Requiring the base craft makes sense too, if you can't make a generic sharp iron longsword, you can't make a flashy opal studded iron scimitar of badassery either.
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Re: Master Crafting Policy - New!

Postby Frigga » Mon Jul 06, 2015 10:56 am

Also if no "standard version" currently exists, the suggestion might lead to the creation of a standard version for everyone (or at least more people) to get to enjoy. :)
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Re: Master Crafting Policy - New!

Postby Droll » Mon Jul 06, 2015 2:18 pm

Frigga wrote:Also if no "standard version" currently exists, the suggestion might lead to the creation of a standard version for everyone (or at least more people) to get to enjoy. :)



Well that's a whole lot of encouragement to spend gold and 30 day timers on making one of these crafts isn't it? :P
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Re: Master Crafting Policy - New!

Postby tehkory » Mon Jul 06, 2015 2:30 pm

Droll wrote:
Frigga wrote:Also if no "standard version" currently exists, the suggestion might lead to the creation of a standard version for everyone (or at least more people) to get to enjoy. :)



Well that's a whole lot of encouragement to spend gold and 30 day timers on making one of these crafts isn't it? :P

I think you're misunderstanding Frigga, or maybe I am:
She's not saying everyone's going to get 'your' object. They'll just make a standard version of 'your' object that is less fancy. After all, I haven't seen any bathtubs in-game, but that doesn't mean the first person past the post on bathtubs is the only one that gets to make them.
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Re: Master Crafting Policy - New!

Postby Droll » Mon Jul 06, 2015 3:05 pm

No, that's what she is saying. I don't even have a problem with it either, honestly. We need more standard stuff IG, especially in the 'will be used by players' department.

The problem is the initial cost of the craft. If we have 2 bathtub makers, both will have to pay 5 to 8 gold to make their nice bathtub. Now, if the other guy is going to make a fancy bathtub craft that leads to me being able to make bathtubs, I'm better off just waiting for him to pay all the money to make his then sell my just as good and slightly cheaper ones without having to spend 8g or 30 days waiting to make another craft. It isn't an significant amount of coin going into some of these crafts, if you are a human.

Maybe there can be some kind of discount for people making an item that leads to the standard craft being put IG? Maybe it can just be free with the 30 day timer if your item will be leading to standard items being put in? I don't know. We do need more crafts, that's for sure. Just seeing that the options are pay a lot of gold or wait for someone else to do it, I can see more than 0 players waiting for someone else to do it. It just kind of kills the encouragement of running out there and spamming out swagged out bathtubs and junking gold when I know I can wait a few days for my functional bathtub.

If I'm in the minority here I'll just shut up, but I mean..if I'm making armor and weapons, I wouldn't mind waiting for orcs or humans to make up armored boots, pauldrons and repeating crossbows and just get my less swagged out armored boots, pauldrons and repeating crossbows for free.
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Re: Master Crafting Policy - New!

Postby radioactivejesus » Mon Jul 06, 2015 3:18 pm

can staff clarify on whether it's 1 month added to your craft timer, or just a limit of 1 custom craft per month? From what I read, I'm assuming it's the latter, Droll, and you can get started on making custom crafts right away
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Re: Master Crafting Policy - New!

Postby Droll » Mon Jul 06, 2015 3:34 pm

radioactivejesus wrote:can staff clarify on whether it's 1 month added to your craft timer, or just a limit of 1 custom craft per month? From what I read, I'm assuming it's the latter, Droll, and you can get started on making custom crafts right away


No, it's just a 1 item limit per month.
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Re: Master Crafting Policy - New!

Postby tehkory » Mon Jul 06, 2015 4:26 pm

The problem is the initial cost of the craft. If we have 2 bathtub makers, both will have to pay 5 to 8 gold to make their nice bathtub. Now, if the other guy is going to make a fancy bathtub craft that leads to me being able to make bathtubs, I'm better off just waiting for him to pay all the money to make his then sell my just as good and slightly cheaper ones without having to spend 8g or 30 days waiting to make another craft. It isn't an significant amount of coin going into some of these crafts, if you are a human.


Alice makes 'a really nice bathtub.' It costs 8 whole gold, and is a unique master-craft item, with no associated craft. Frigga releases the 'make bathtub' craft, which produces 'a bathtub,' which costs 5 gold worth of supplies. Alice sells her bathtub for 10 gold, then can start making normal 'ole bathtubs for 5 gold worth of supplies. Bob can also start making normal 'ole bathtubs for 5 gold worth of supplies, and they'll both sell them for around 6 gold.

This is my understanding of the system. Yeah? Seems fine.
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Re: Master Crafting Policy - New!

Postby Frigga » Tue Jul 07, 2015 5:57 pm

Indeed.

Alice might submit her request as a one off unique special master bathtub, or a request for a fancy repeatable item, ie a clanned craft.

But yes, that request might spawn the. creation of basic craft Bob and others, and Alice can ultimately use.
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