Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: NWN_lovableweremink on June 11, 2017, 01:03:53 PM

Title: Adjustments to the current crafting system
Post by: NWN_lovableweremink on June 11, 2017, 01:03:53 PM
The crafting systems here at PtoM are top notch! however a few things could be done to take them to the next level.
Alchemy: Please change to allow for up to 10 varnishes to be made at one time, just as can be done with potions in herbology cauldrons. It is currently set to only craft 1 at a time.    (The Alchemy Distilling table does 10 at a time.)

Leather working: the same, please allow for up to 10 hides/furs to be turned to leather at a time. (the Boiler already allows for up to 10 to be done each attempt.)

Would it be possible to change the crafting supply shop conversation to offer quick transactions of potion bottles, alchemist vials, resin, tannin, and bees wax? (depending on craft merchant )
For instance a line added to the herbologist shop, buy 10 potion bottles for 100 fang- (or whatever the cost) then when selected 100 gold is taken, and 10 potion bottles are given.
I realize this is a little change- but it would stop the need to click and drag pages and pages of potion bottles to the inventory one at a time. (and spring is fast approaching in game.)
Thanks!
Title: Re: Adjustments to the current crafting system
Post by: booksarefun666 on June 11, 2017, 07:15:04 PM
Being able to buy things in stacks of ten would be beautiful.
Title: Re: Adjustments to the current crafting system
Post by: Zwickelfaust on June 13, 2017, 07:32:51 AM
Also let's see an expansion on tailoring. It seems silk clothing is the Apex of the skill. How about adding cloaks and gloves? Maybe even hoods.
Title: Re: Adjustments to the current crafting system
Post by: Vonn59 on January 22, 2018, 10:12:00 PM
^^^
   I joined the Forums to say just that.
          When I noticed about this it made me kind of mad. I was trying and I can't even add certain furs to the recipes.
              It seems pretty dead end of a craft, unless you like 90% Vulnerability to fire.
Title: Re: Adjustments to the current crafting system
Post by: MAB77 on January 22, 2018, 10:53:35 PM
As stated several times in the last few days, I am working on a complete overhaul of the tailoring craft. It's far from being a done deal, I still need to make a formal proposals to my dev peers and get it accepted, but I have high hopes it will be and to have it completed by this summer (my university semester passes first). It would include both robes, cloaks and hoods.

In the meantime, I am almost done with my expansion of the herbalism, leather working and smithing crafts (which has been approved). This will include over 80 new herbal recipes, new herbs scattered across all our domains, the possibility to craft leather gloves (that can be plated) and metal gauntlets (that can be gilded), as well as finally including chitin plating options for both leather gloves and boots. This should hit the server shortly after the HAK release.

The "1 varnish at a time" is by design. This will not change. Varnishes are powerful buffs in many instances even better than potions or spells, and we want you to work for it. Simply consider that making a varnish demands your full attention to get it right. Not going to happen either for curing hides. It's already good that you can cure one hide in a few seconds whereas a single pelt would take you hours to do in real life. It is logical that more than one leather patch can be boiled at once, but curing a hide no. Do understand, the crafting system can produce powerful items (especially once enchanted) and the required grinding is one way to control that no one masters a craft too quickly (it's already easy enough for a few of them IMHO). It is tedious, yes, believe me I know, but it is the path we have chosen for our crafting system.

I would not mind being able to buy crates of bottles, but I suspect there are some other considerations I don't know of yet which explains why this has not been done so far. I will discuss this with my fellow devs, but I make no promises.
Title: Re: Adjustments to the current crafting system
Post by: A minor Glamour on January 23, 2018, 03:53:14 AM
Probably the only practical way you can buy 'crates of bottles' is if you buy an item called 'Crate of bottles', which has an on use activation, that would destroy the crate and give you ten bottles. You would have to be mindful though if you only had room in your inventory for the 'Crate of bottles', and none more room for 10 additional items.
Title: Re: Adjustments to the current crafting system
Post by: Tycat on January 23, 2018, 05:17:52 AM
^^^
   I joined the Forums to say just that.
          When I noticed about this it made me kind of mad. I was trying and I can't even add certain furs to the recipes.
              It seems pretty dead end of a craft, unless you like 90% Vulnerability to fire.

More fabrics would be amazing to have. Currently linen and cotton are useless for more than anything but grinding up the skill, then everyone moves to wool (which is actually useful and better than some expensive loot drops) which is cheap and easy to continue the grind. The items are further cheapened because they sell for 1 gp in the shop and people often give them out for free. While yes, you can use leather to change them and their effects, so far all we have is a fabric that makes you vulnerable to fire, a better bard and more influential, and warmer. more options would be -great-. so would a way to keep merchants from buying crafted items, maybe. Some fabrics I can think of off the top of my head are

Velvet
Flaxen (Better starter, freeing up cotton and linen for something else.)
Cheese cloth
Satin
Roughspun silks (better for acrobats)
Denim should be a thing in this age, or canvas ish stuff.
Title: Re: Adjustments to the current crafting system
Post by: Arawn on January 23, 2018, 08:04:42 AM
Flaxen is an adjective. Cloth made from flax is called linen.