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Fletching

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Re: Fletching

Postby RiderOnTheStorm » Thu Jun 26, 2014 11:52 am

toofastnig wrote:You should have seen the arrow crafts a week ago. You're joining the Fletching Right's Movement a bit late.


They still seem to be being discriminated against, and I won't stand for it.

I have a dream!
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Re: Fletching

Postby toofast » Thu Jun 26, 2014 11:57 am

RiderOnTheStorm wrote:
toofastnig wrote:You should have seen the arrow crafts a week ago. You're joining the Fletching Right's Movement a bit late.


They still seem to be being discriminated against, and I won't stand for it.

I have a dream!


You have my support, brother.
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Re: Fletching

Postby Matt » Thu Jun 26, 2014 12:10 pm

Armor and weapons are easier to get for one reason. Why would someone waste the timers for arrows to make 20 coin when the same amount of timers can make a 100 coin weapon?
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Re: Fletching

Postby RiderOnTheStorm » Thu Jun 26, 2014 12:20 pm

Matt wrote:Armor and weapons are easier to get for one reason. Why would someone waste the timers for arrows to make 20 coin when the same amount of timers can make a 100 coin weapon?


Exactly. So the arrow timers need to be drastically reduced and the production amount needs to be increased to 1-2 dozen per craft.
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Re: Fletching

Postby someguy » Thu Jun 26, 2014 1:01 pm

Arrows are OP codewise.
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Re: Fletching

Postby tehkory » Thu Jun 26, 2014 1:09 pm

Matt wrote:Armor and weapons are easier to get for one reason. Why would someone waste the timers for arrows to make 20 coin when the same amount of timers can make a 100 coin weapon?

It's best understood as an investment opportunity. If you give everyone maces and nobody arrows, you get no hides. It's also repeat business, and cheaper to produce to boot.
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Re: Fletching

Postby RiderOnTheStorm » Thu Jun 26, 2014 1:11 pm

someguy wrote:Arrows are OP codewise.


You must have countless logs of PCs getting mowed down by arrows, then. I would love to see some of them.

Unless you're saying arrows are op against unarmored animals, which..well, yes, they should be. That's sort of how hunting works.
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Re: Fletching

Postby toofast » Thu Jun 26, 2014 1:13 pm

tehkory wrote:It's best understood as an investment opportunity. If you give everyone maces and nobody arrows, you get no hides. It's also repeat business, and cheaper to produce to boot.


Given the current code, give me a mace and I'll get you 20 hides.


Fletching: make plain-arrow-shaft
Phase 1: 20 seconds
In Room (Reusable): a broad workbench.
Held or in Room (Consumed): a $woodcolor plank of $woodtype wood.
Phase 2: 20 seconds Amateur Woodcraft skill required.
Phase 3: 20 seconds Amateur Woodcraft skill required.
Phase 4: 20 seconds
Produced: 10 of a $arrowstyle2 $woodtype1 shaft.
OOC Delay Timer: 60 RL Minutes

Fletching: cast broadhead-arrowhead
Phase 1: 20 seconds
In Room (Reusable): a $metalforge0.
Held or in Room (Partially Consumed): a round ingot of $metaltype0.
In Room (Reusable): a heavy $stone crucible.
Held or in Room (Consumed): a bundle of firewood.
Phase 2: 20 seconds
Phase 3: 20 seconds Familiar Metalcraft skill required.
Phase 4: 20 seconds
Produced: 10 of a $arrowheadquality0 $arrowheadstyle2 arrowhead.
OOC Delay Timer: 360 RL Minutes

Fletching: build metal-tipped-longarrow
Phase 1: 20 seconds
Held only (Consumed): 4 of a $arrowheadquality0 $arrowheadstyle2 arrowhead.
Phase 2: 20 seconds Beginner Weaponcraft skill required.
In Room (Reusable): a broad workbench.
Phase 3: 20 seconds
Held only (Consumed): 4 of a $arrowstyle2 $woodtype1 shaft.
Produced: 4 of a $arrowstyle2 $arrowheadstyle5 long-arrow.
Held or in Room (Consumed): 4 of a handful of $arrowfletching.
OOC Delay Timer: 120 RL Minutes
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Re: Fletching

Postby RiderOnTheStorm » Thu Jun 26, 2014 1:16 pm

6 hours for the heads. Goodness. So that's....9 hours to make 4 arrows? 11 hours to make 8.
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Re: Fletching

Postby tehkory » Thu Jun 26, 2014 1:18 pm

Which is why the change lies in modeling nonwolf nonboar mobs off of Atonement and Parallel's rats. Can't attack in melee without a successful ambush. Not in buffing production but in redirecting nonrealistic hunting methods to proper ones.
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Re: Fletching

Postby RiderOnTheStorm » Thu Jun 26, 2014 1:21 pm

tehkory wrote:Which is why the change lies in modeling nonwolf nonboar mobs off of Atonement and Parallel's rats. Can't attack in melee without a successful ambush. Not in buffing production but in redirecting nonrealistic hunting methods to proper ones.



Nobody cares about rabbit hides.

Boar/wolf make everything you need, and a guard patrol can bring in a dozen pelts easy.

Melee ruining hides would be more helpful if you wanted to make bow hunting important.
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Re: Fletching

Postby tehkory » Thu Jun 26, 2014 1:23 pm

RiderOnTheStorm wrote:
tehkory wrote:Which is why the change lies in modeling nonwolf nonboar mobs off of Atonement and Parallel's rats. Can't attack in melee without a successful ambush. Not in buffing production but in redirecting nonrealistic hunting methods to proper ones.



Nobody cares about rabbit hides.

Boar/wolf make everything you need, and a guard patrol can bring in a dozen pelts easy.

Melee ruining hides would be more helpful if you wanted to make bow hunting important.

Was more discussing deer.
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Re: Fletching

Postby Matt » Thu Jun 26, 2014 2:26 pm

Wolf is 95% of the hides that come in with or without arrows.
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Re: Fletching

Postby RiderOnTheStorm » Thu Jun 26, 2014 2:33 pm

Deer are such a PITA and rarely brought in....people chasing them with swords is such a non-factor, I have no idea why it keeps getting brought up like it happens nonstop,
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Re: Fletching

Postby Nailah » Fri Jun 27, 2014 11:14 pm

I'll half the forging arrowhead timers and look at productions to see how it goes this weekend. I'm leaving the balancing crafts as a one-at-a-time thing, sorry. I have pretty specific reason for doing so.

Part of the reason I left the forging timers as is when I fixed other things is because of the mass availability of bog ore and people killing the swamps dead with mass excavations. Now that rarity may be falling back into line over time, I'm okay with lowering the forge delays, I think-- everyone and their moms wouldn't have metal arrows in pure abundance, in theory.

This is a fluid kind of thing that I'm watching, as I said before. We'll see how this does. Arrows are a little different than a stationary weapon in terms of DOT and tactic being largely influenced by availability source. Arrow variables are also more malleable based on a few craft/material based decisions in production, which I won't go into.
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