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As a crafter what do you want most?

G

Guest

Guest
To be able to create uber gear or only gm stuff, but allot more customers?

Do you want a nice mall or folks coming to you because they trust you?
 
G

Guest

Guest
I would like GM crafters to be able to rival some of the lower end arties. As they gain to Legendary the skills should allow crafting of similar items. Not 100% the same, but perhaps with 1 mod that REALLY makes it a standout item.
 
C

Connor_Graham

Guest
"Not 100% the same, but perhaps with 1 mod that REALLY makes it a standout item. "

Like weapons that have a nice Mana Leech? I can't think of any artifact, minor or major that has that property.
 

Kaj

Lore Keeper
Stratics Veteran
Stratics Legend
That my legendary smiths can make some good armor.

Nowadays they are just good for bods.
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Well, does this one counts?


Blade of the Righteous.

Artifact Rarity 10
Demon Slayer
Hit Life Leech 87%
Hit Point Increase 10
Damage Increase 50%
Use Best Weapon Skill
Physical Damage 100%
Weapon Damage 15-16
Weapon Speed 30
Strength Requirement 35
One-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255


Frarc uses it to bash at Daemons with.


Or ...


Blade of Insanity.

Artifact Rarity 11
Hit Stamina Leech 100%
Stamina Regeneration 2
Swing Speed Increase 30%
Damage Increase 50%
Physical Damage 100%
Weapon Damage 11-13
Weapon Speed 46
Strength Requirement 25
One-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255



Ooops Mana leech....thinking.....

Zyronic Claw.


Artifact Rarity 10
Elemental Slayer
Hit Mana Leech 50%
Hit Chance Increase 30%
Damage Increase 50%
Physical Damage 20%
Fire Damage 20%
Cold Damage 20%
Poison Damage 20%
Energy Damage 20%
Weapon Damage 15-17
Weapon Speed 33
Strength Requirement 40
Two-Handed Weapon
Weapon Skill: Swordsmanship
Durability 255
 
G

Guest

Guest
A purpose any purpose to continue being a Blacksmith, other than BODs and repair deeds.
 
G

Guest

Guest
I would guess that nearly all crafters want their goods to be useful and always in demand by players on a daily basis. What is the point of crafting otherwise?

Just some random thoughts:

I have always thought ordinary crafted clothing and furniture should count down uses or durability as it is equipped/removed and replaced/repositioned, as the case may be.

Exceptional crafted tools should have a BIG advantage over NPC sold junk, IMO, and ordinary tools should count down uses, like they do on Siege. Players should be in the business of providing tools to other players, with NPC as a "last resort" when you can't get "good stuff".

All consumables & crafting resources should stack, to make vending & player stock up on staples easier.

UO should get back to the classic RPG concepts of armor: metal armor should ALWAYS provide the highest physical protection possible, while keeping the strength requirements. Leather should be all around versatile, sacrificing some resists for flexibility and less strength requirements, etc. There should be some craftable cloth armor categories besides hats, with modest resist values (cold being the highest protection area).

-Skylark
 
C

Connor_Graham

Guest
Ya know, I never even realized the Claw had Mana Leech. Probably because only 1 or 2 people ever get it when it spawns.

Would be nice if our crafters could make a nice weapon that has a base Mana Leech and could have a runic used for crafting it.
 
K

Kith Kanan

Guest
I want more control when crafting a new piece and when I'm enhancing !!!! I want to be able to tweak that piece of equipment to suit the needs of the customer , and I want to be able to de-select certain properties when using runic tools , dont need lrc on the armour piece , click the box before crafting.... thats what I wish for " sigh "
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Aye the Claw is very rare.


To answer the OP.

We want that our armor and weapons can compete against the items we can get ingame. Craftable items we can buy and sell for affordable prices for everyone and not only for the superrich. Things we can make and use without to worry we could loose them and replace them easely.
 
G

Guest

Guest
Someone else brought up the idea of "basic alterations" a while back - that crafters should be able to rework a particular piece of one clothing/armor type into another of the same type, provided they have the "difference" in materials present. The properties do not change, just the item type...e.g. floppy hat to cloth ninja hood...barbed female armor to barbed leather bustier, etc.

The ability to have more control over added enhancement properties is also nice - i.e. if you have the materials, you can apply a certain bonus to an existing piece. (WoW has a system sort of like that, called enchanting, but there is no risk of failure or breakage of the item). We are used to risking loss of an item in attempting to making it more powerful in UO, and I don't think that is a bad thing really.

-Skylark
 
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imported_Chrome

Guest
About a weapon.
Crafters can make DI+35% "exceptional" weapon using normal tool.
But "exceptional" can also be said that only DI+35% added.
I think and doubt what is "exceptional quality".

I want to control weapon's base properties. It is different from magic effect.
I think you may need crafting skill, weapon skill, new material knowledgement etc..
It's also same about Armor and Shield.

example:

Dagger[normal]
(damage:10-11, speed:2.00sec, STR req:10, durability:40, weight:1)
Dagger[exceptional?]
(damage:9-11, speed:1.50sec, STR req:5, durability:20, weight:1)

Halberd[normal]
(damage:18-19, speed:4.25sec, STR req:95, durability:80, weight:16)
Halberd[exceptional?]
(damage:20-21, speed:4.00sec, STR req:105, durability:50, weight:20)
 

Pfloyd

Colorblind Collector
Stratics Veteran
Stratics Legend
Something added to the game that will allow me to play all day long and not get bored. I won't pretend that the days of sitting at a forge and repairing stuff for people will come back in style but i would like a new mini game for a crafter that would allow at least a good hour of fun.

Be it new quests or even a special location that added bonus' to crafting or to craft something special (maybe while being guarded by a few melee friends?)
 
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imported_Coldren

Guest
What do I want most?

If I could chose one, and only one thing, I wish that armor selection required a REAL choice, with tradeoffs and benefits.

Leather shouldn't protect as well as metal. Leather should have some really high resists possible for CERTAIN resists, but in some areas, metal should always be the better choice. For example, Physical Resist.

Lots of other things I'd like as a crafter, but I think this is the one that's least biased and most reasonable. AoS destroyed whatever reason there was to wear metal - That, in my opinion, needs to change the most.
 
G

Guest

Guest
Realism. Example: Barbed leather shouldn't protect as well as metal.
Variety. More variety for RP or Decorating Purposes.
 
M

MoonBeam(TBD)

Guest
that my legendary blacksmith/tailor can make good stuff and not break 9.5 of the 10 things i try to enhance.......................
 
G

Guest

Guest
<blockquote><hr>

I would guess that nearly all crafters want their goods to be useful and always in demand by players on a daily basis. What is the point of crafting otherwise?

[/ QUOTE ]

QFT

That is why it is really fun to play my crafter on Siege where I sell crafted stuff all the time while on Europa I only use him to collect BODs.
Kinda sad when U think about it...
 
G

Guest

Guest
I want my crafter to be able to make things as powerfull as most arties, but that require ingredients that can only be obtained from hunting. And I would like all these items to eventually decay so that my crafter would always have value.

I would also like my crafter to be able to make unique housing items.

I would also like my gardener to be able to grow plants that have a REAL value, either in beauty or magical effect. How cool would it be to actually grow a lawn that required maintenance, or trees that took a while (month or two) to grow and required daily maintenance, but produced fruit that gave the consumer special benefits.
 
5

5% Luck

Guest
How about spawning mods and crafting mods and segregating them thusly. Or, new mods that only appear on craftables via a runic.
Like the heartwood wooden armours have a chance to have DI added to them. (enhancing only?)
Lots of ideas for the IDEAS DEN!
 

Theo_GL

Grand Poobah
Stratics Veteran
Stratics Legend
UNLEASHED
Some level of control over the mods of runics.

The fact that it is 100% random is annoying.

I should be able to pick 'one' mod and have at least a 75% chance that the mod shows up.

IE - I want to make a lightning weapon so I dial lightning and 75% of the ones I make will have it. The rest of the mods - completely random - but at least give me *some* control

As it is, when someone wants an LRC suit - I would never pull out a runic and try to make pieces because I could hit 15 Barb kit pieces and not get LRC once.

Am I a crafter or a magician?

Abracadabra! Drat! Resist.

Abracadabra! Drat! Night Site/HP Regen

Abracadabra! Drat! Turned my client into a chipmunk.
 
G

Guest

Guest
I would like to be able to enhance at least half of what I find, now I tend to break most of it. I'd also like to be able to craft some things that compete in the game, hopefully the new runic changes will bring that about. Most of the craftable weapons from ML are completely worthless, very few are worth even making to use or sell.
 
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imported_Electrolyte

Guest
rtlfc

Something I've long thought would be great would be for GM (and above) crafters to be able to create their own recipies... for example you make a great piece of armor, with good reisists and mods that work well together. Now you can either use this like a regular piece of armor, OR turn the armor into a recipie that can be learned so you can make that same piece several times! I imagine it working much like inscription does. Plus I think it would be cool to name the item as well. Then you can sell your recipies to other crafters... They would have to have the same or higher skill as the creator of the recipie to use it... when they make your item it it would still have your name on it... 'The Electrolyte's Shiny Metal Tunic exceptionally crafted by Mr. Krinkle'

I dunno, maybe I'm the only one who thinks this is cool...
 
S

sorner

Guest
what I would like would never happen - too much new coding would be needed. I want to be a CRAFTER. Not a guy who bangs a magic hammer against some metal or a guy who sews with a magic sewing kit on some leather, praying to the Gods of RNG that THIS time, something good will happen. I want rare ingredients that can bestow specific powers - various stones for resistances (like tinkers jewelry), powdered silver for undead slayers, ancient wyrm blood for more damage. stuff like that, where you're actually using multiple ingredients to build an item to your specification. Maybe there can be ancient book quests can allow a crafter to learn to use specific really rare ingredients.

The more properties you try for, the greater the chance of failure. the runics would then control the intensities as well has increasing the chance for success. The current implementation...doesn't make sense. My crafter sews on a piece of leather and after it's done... "Whoa, this glove lowers reagent cost and has increased fire resistance. How the heck did I do that?!? Lemme do the SAME exact thing again...High luck this time? but I did the same thing...." That's not crafting to me.

Don't get me wrong. I like being a crafter! I'm glad its part of the game. I just wish the crafting system more complex and richer.
 

Setnaffa

Certifiable
Stratics Veteran
Stratics Legend
What would I like? A very complicated difficult yet attainable way to make unique artifact-quality items.

Something like this:

A crafter decides to make an item. He/she gathers all the ingredients (i.e. ingots, leather, or wood). Each of these ingredients adds a specific amount of resists, damage, or low level property. Mixing ingredients can lead to a mixture of these base properties (i.e. mixing equal parts of gold, verite, and bronze would lead to a 13 luck, poison damage, and fire damage to a weapon).

Next the crafter decides how many properties he/she wishes to add. Up to 6 can be added. The type of Runic tool will determine the success/failure of the number of properties and also their base intensities. For instance:

Bronze Hammer: Base intensity range: 40-100%
Chance of success in adding 1 or 2 properties: 100%
Chance at 3 properties: 75%
Chance at 4 properties: 25%
Chance at 5 properties: 6%
Chance at 6 properties: 0%

For each property, the crafter can choose to allow it to be random or he/she can use a rare magical ingredient to force a specific property on an item. Success or catastrophic failure depends on the runic tool, the crafter's skill, and maybe karma.

If the crafter keeps the unused item in his/her backpack, then 1% will be added to the intensity of one property each rl day with a very slight chance of catastrophic failure (higher if the item has more properties than the Runic Hammer's ability). While the item is being crafted it cannot be used. Once it is used or removed from the crafter's backpack, it is considered finished and cannot be enhanced or intensified any further. The crafter can have as many items in the process of being crafted in his/her backpack as he/she wants, but only 1 property on all the combined items will be increased each day. Properties also cannot exceed their inherent item cap.

That's what I want the most.
 
G

Guest

Guest
I would want a total revamping of the mess crafting has become !


Blacksmiths sitting idle since about AOS or longer, metal armor being useful again and thus smiths.

Miners able to mine ore without blackrock elses slaying em.

All craftables equal to or nearly equal to...buy this package and get ye sami leggins and helms..which should have gone...to blacksmiths making them.

Jewelry with all these %%%% should have been coded for tinkers to make but were not, not really.

Crafters are not made to pvm...be nice if ingredients were not so rare to get nor so pricey as result of rareness, and tons of uglies to slay *as a crafter* so ya never get to make said items anyhow *ie hovering wisp* and more items just way out of reach to ever make.

Things to random ...be it ingredients, or yes wood types we want, ingot types we want, granite we want...........now too hard to get ..not all of us into the museum or other quests we just want 12 valorite stones to make a table for a customer without having to mine for hours to get 12 blue rocks etc. and why should a purely tiny but pretty deco item like the hovering wisp needing 4 captured essences costing 475k in luna PER bottle, make a simple silly deco item cost 1 mill nearly TO make if we have to buy rare barely found ingredient...or slay something a mere crafter can not even hope TO slay to meet demand even for 2 items let alone 20 of same thing ..ie too rare too random..........folks give up in frustration...we do not get to really MAKE anything folks want or that is useful or equal to other non craftables they put INTO the world. . like we were ignored entirely as well as all the roles and sense of community crafters and players ie customers once had and miss dearly in UO.

sooooooooooooo I don't see any solutions forthcoming sadly !


I do not make crafters to be monster bashers nor should they be, in the real world crafters and artesans were *in the villages* the warriors and knights went off to battles to slay each other and the *dragons* and bought from the villagers crafters artesans the swords armor and whatevers they needed even bread off................of the crafters !

So to make a knight a chocolate bar ..........well unless HE kills to get the ingredients he will do without a chocolate bar wont he ? But he will be too busy farming to get a magical weapon that smiths can not make...so doubt he be bothering to get ingredients for chocolates..............which really npc farmers should have sold to chefs.

All crafting and its purpose and usefullness needs to once again be returned to it's right to exist and be useful hense it all needs a major overhaul !
 
I

imported_revenant2

Guest
My main crafter is a fletcher.

Two things I'd like to see:

#1: I'd like to be able to have some control of which mods the runic will place on the bow. A chance of affecting a single mod to be the one I want would be a significant improvement. If it had some kinda negative tradeoff that DID NOT change the individual bow I was crafting (say maybe a decreased chance of producing the bow at all, or if it took 2 charges off of the runic instead of 1), even that is better than what's there now. See, we fletchers are not mindless goobers who enjoy blowing through a hellish-to-obtain 'runic' fletching kit and having the results be a batch of mixed-up things.

Having minimalistic control (choose ash, yew, frostwood?) is nonintuitive and frustrating. Ash is only really helpful if the runic hits for SSI in the first place, yew only so if it hits for DI, exceptional chance, or HCI. Using those woods is not a real choice in the runic bow crafting, it's just an effort to augment that mod that you would like to see, IF it even happens.

#2: The non-artifact-class, player-crafted-recipe bows are TRASH the way they are now because of the deliberate, zero chance of making the bow exceptional. Go check the vendors in Luna if you have any doubts as to this. Nobody makes them, sells them, buys them, uses them. They are poop and the lack of realistic/any exceptional chance is why.

To clarify, an example of the non-artifact class is the "Lightweight Shortbow", a bow which, when crafted with a runic kit, does come out with runic mods. Well-known examples of the "artifact class" bows that don't need exceptional chance (and never come out with runic kit mods) include the mischief maker and night reaper.

The damage amounts on these bows have already been nerfed from their original release, and when you give them their exceptional chance, those exceptional bows get the DI that they need to be viable. Only then is there a reasonable possibility that you will make something that is useful for either pvm or pvp.

The extremely occasional, runic-based DI you can get when crafting these bows on a runic kit doesn't justify the ingreds, you end up with a lot of charges blown and ingreds used to get a big pile of junk plus maybe one example of what is still probably not a bow that anyone would want.

When run through a runic kit, the results would be much like any other bow except that those extra ingreds would give you the extra mod associated with the bow type. The results would not necessarily be god-like, but the bow would just be proper and usable thanks to the exceptional chance being for real.

The number of good, player-crafted bows on the market would presumably increase with this change. I don't feel like that's a bad thing. Archery is right now a world of the haves and have-nots - bows that the most powerful archers carry cost hundreds of dollars to get (the sellers dont take gold, just money), or are literally priceless.

A side note:

On my home shard, the best bows are known to be extremely rare cross-sharded dupes that the rest of us *literally* *cannot* *get* at any price. I went to test shard and burned up the equivalent of many heartwood kits just to see, and did not get a single bow like the cross-shard dupes in the hands of the cheaters! Better bows on the market wouldn't hurt from that perspective. Kinda not fair for the people in that awful cheater speedhack dupe guild to truly have the best, inobtainable bows.
 

Spree

Babbling Loonie
Stratics Veteran
Stratics Legend
I all way thought crafters should be specialized under the AOS rule set. This everyone doesn't have the 7x gm super mules that just make, enhances and repairs their own Items so they don't need to interact with other people.

Spell channeling/ mage armor you need meditation skill
mana/ stam hit point regen ~ focus
Hit chance increase ~ tactics
Hit Spell/ dispel ~ magery
Hit lower attack/defense ~ anatomy
defense chance ~ parry
stamina/ manna leach ~ necro

Hit spell and leach~ you need to charge the weapon with scrolls so you need a scribe

Tinkers can forge 2 rings or bracelets together fail based on skill and number of properties

Tinkers can make tools that has a added property [slayer, lower reg, luck, SSI, night sight, FC, FCR] they require a special mining gem (black rock) and kits have one use and high rate of failure

Change fort powder to powder of conversion ~ to change elf items to human

lesser peerless ingredient put in SOS/Treasure chests

Everything should break and wear out this includes jewelry
 
G

Guest

Guest
Personally I agree with you mostly but...

I think we should be able to pick ALL the mods on a piece, the only random part being what intensity they are, and where the exceptional bonuses end up.
 
K

Kith Kanan

Guest
Ohhh and I want a tinker runic tool , or the weapons moved to the blacksmith list thank you very much , why the hell aint we alloved to make decent clevers , butcher knifes and so forth ????
 
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