One thing I didn't see on the last crafting poll that I would like to see in game is waaaaaay more interaction. Waaaaaaaay, waaaaaaaaay, waaaaaaaaaay, more interaction.
Can you be more specific? I'd love to pass your feedback on to the person in charge of revamping the crafting system as her office is right there ----> *throws a paper clip at her* but she's going to need more info than "more interaction".
Richard J. Cox "There were much of the beautiful, much of the wanton, much of the bizarre, something of the terrible, and not a little of that which might have excited disgust."
I liked the crafting poll, I was looking forward to it and wasn't too dissapointed at the things I voted for. I did however also click the "My choice is not listed here" option as my biggest request would be applicable on both the communication and crafting polls.
Make a way for crafters to be able to send items COD.
I don't care that much about doing in game mail things as it is possible to use your house vaults to transfer between toons and selling stuff off your vendor is good and all but if I give a special price to a guildie or a special price due to retries to someone it'd be nice to be able to send the item I've made specifically to one person. Full blown in game Item mail would be nice but I think mythic is resistant to that idea, I've thought up some arguments against in game mail with items and I think I came up with some good solutions.
1. In game mail could be used as extra storage. Make it so that in game mail uses slots in the receipient's personal vault, fail on vault full. 2. In game mail would congest server resources. Make in game mail cost 50-60 silver and limit the number of items that can be sent in a day, yeah this may be annoying at first as everyone uses the system, but who really needs to send more than 10 pieces of mail in a day? 3. In game mail would limit the interaction of players. I am of the opinion that an in game mail system would actually increase the interaction of player from different time zones. One issue I always have as a crafter is catching people online to deliver goods, when combined with a small bulletin board on houses and/or in the capital cities I think many more players would be able to get ahold of crafters and be able to get the gear they need.
Now I'm only adamant about this due to truly loving crafting, but I think it'd be extremely beneficial for mythic to include items in mail even if it was restricted to being sent by the person who made it or SC'd it most recently.
Originally posted by Echani 2. In game mail would congest server resources. Make in game mail cost 50-60 silver and limit the number of items that can be sent in a day, yeah this may be annoying at first as everyone uses the system, but who really needs to send more than 10 pieces of mail in a day?
Just my two coppers worth.
Actually anyone who tries to say that an in-game email system would congest server resources hasn't got a clue how email works. The DAOC servers already handle millions of DB transactions a day less than they're capable of by simple virtue of the fact that they're far below the number of players they were designed to support . Especially the smaller population servers. There's no reason whatsoever to limit in game email, all it is is a database transaction... As far as sending in-game items thats actually less work for the servers than sending the text of the email itself since all it's doing is changing the pointer for the object from one database value to another...
Currently Playing: Dungeons and Dragons Online. Sig image Pending Still in: A couple Betas
Originally posted by Richard_Mythic Can you be more specific? I'd love to pass your feedback on to the person in charge of revamping the crafting system as her office is right there ----> *throws a paper clip at her* but she's going to need more info than "more interaction".
I can't speak for Reavo, and Mythic might be sick of my crafting feedback about how to redo the crafting system since it has been posted on a few forums, and feedback forums, etc. In short, crafting needs to involve more than pressing 1 button and standing still. But I will give you something else to pass along.
I am not saying this would be an "ideal" system, I have done those in the past. But I think the following example I am going to give should give her an idea of what many crafters are looking for.
Let's draw a parallel to characters and combat. Characters have a certain amount of points to "specialize" in. As you spend your points you learn different spell/skills. During combat, this variety of spells/skills is used. I think something like that for crafting would work.
Each 100 points in crafting earns you a "level." That should give crafters different skill points to spend on different specializations (since this is short I will not go into detail). When you craft an item different things can happen (just like combat). You can leave it on auto attack and seem what happens. Or you can use different styles. While crafting different things would happen. For example, the metal might be cooling off too fast so the crafter needs to decide if he wants to quickly pick it up and reheat it, use a special skill that will compensate for it (say trying to prevent a loss in quality/durability), or simply see if random chance will work things you.
Character could learn different methods that are use directly while crafting to modify the look, quality, durability, the speed I am crafting at, as well as add in additional bonuses.
If I am playing my vamp, I am always having to hit some button for something. I am doing an attack for a lot of damage, at the same time I am hitting claw spam. I need to keep my HoT up, try not to run out of End by using End tap, then I am putting up all of my buffs and keeping them up. So while I could just let it auto attack I am involved in clicking buttons and deciding the best course of action.
I think that is what many crafters are wanting when they say interaction. We want to have a reason to pay attention to crafting, instead of watching tv or reading a book. We want to be able to be involved in the actual creation instead of just sitting there. Being involved means being able to use skills, strategy, problem solving skills, etc while crafting. In the DAOC world, I think this means having lots of buttons we need to push and by pushing those buttons it actually will matter for the finished product.
There's no reason whatsoever to limit in game email, all it is is a database transaction... As far as sending in-game items thats actually less work for the servers than sending the text of the email itself since all it's doing is changing the pointer for the object from one database value to another...
I was speaking from the standpoint of someone who doesn't know how Mythic is running their databases. I would assume that at least for the first part of their incarnation each server had it's own database and with a great amount of cross server traffic having to be added for each transfer.
Another problem arises when you bring up the question of what happens when the recipient denies transfer of the item being sent. Now you need to keep record of who previously owned the item, also do you allow people to unsend the item or not? In which case something has to be put in to return the item the the sender. I'm not saying that simply transfering an item back and forth is difficult or processor intense, what I am saying is that by adding several fields to the class of every item in the game or creating and storing an entirely new entity (class, object, datastructure, what have you) may cause issues with other kinda of management (cross server traffic, memory).
I admit you may have much more insight into the inner workings of DAoC client-side programming, but I was simply trying to take multiple views into account.
Comments
Can you be more specific? I'd love to pass your feedback on to the person in charge of revamping the crafting system as her office is right there ----> *throws a paper clip at her* but she's going to need more info than "more interaction".
Richard J. Cox
"There were much of the beautiful, much of the wanton, much of the bizarre, something of the terrible, and not a little of that which might have excited disgust."
Make a way for crafters to be able to send items COD.
I don't care that much about doing in game mail things as it is possible to use your house vaults to transfer between toons and selling stuff off your vendor is good and all but if I give a special price to a guildie or a special price due to retries to someone it'd be nice to be able to send the item I've made specifically to one person. Full blown in game Item mail would be nice but I think mythic is resistant to that idea, I've thought up some arguments against in game mail with items and I think I came up with some good solutions.
1. In game mail could be used as extra storage.
Make it so that in game mail uses slots in the receipient's personal vault, fail on vault full.
2. In game mail would congest server resources.
Make in game mail cost 50-60 silver and limit the number of items that can be sent in a day, yeah
this may be annoying at first as everyone uses the system, but who really needs to send more than 10
pieces of mail in a day?
3. In game mail would limit the interaction of players.
I am of the opinion that an in game mail system would actually increase the interaction of player from
different time zones. One issue I always have as a crafter is catching people online to deliver goods,
when combined with a small bulletin board on houses and/or in the capital cities I think many more
players would be able to get ahold of crafters and be able to get the gear they need.
Now I'm only adamant about this due to truly loving crafting, but I think it'd be extremely beneficial for mythic to include items in mail even if it was restricted to being sent by the person who made it or SC'd it most recently.
Just my two coppers worth.
Does your guild have a website yet? Find out how easy it is to get one.
Currently Playing: Dungeons and Dragons Online.
Sig image Pending
Still in: A couple Betas
I am not saying this would be an "ideal" system, I have done those in the past. But I think the following example I am going to give should give her an idea of what many crafters are looking for.
Let's draw a parallel to characters and combat. Characters have a certain amount of points to "specialize" in. As you spend your points you learn different spell/skills. During combat, this variety of spells/skills is used. I think something like that for crafting would work.
Each 100 points in crafting earns you a "level." That should give crafters different skill points to spend on different specializations (since this is short I will not go into detail). When you craft an item different things can happen (just like combat). You can leave it on auto attack and seem what happens. Or you can use different styles. While crafting different things would happen. For example, the metal might be cooling off too fast so the crafter needs to decide if he wants to quickly pick it up and reheat it, use a special skill that will compensate for it (say trying to prevent a loss in quality/durability), or simply see if random chance will work things you.
Character could learn different methods that are use directly while crafting to modify the look, quality, durability, the speed I am crafting at, as well as add in additional bonuses.
If I am playing my vamp, I am always having to hit some button for something. I am doing an attack for a lot of damage, at the same time I am hitting claw spam. I need to keep my HoT up, try not to run out of End by using End tap, then I am putting up all of my buffs and keeping them up. So while I could just let it auto attack I am involved in clicking buttons and deciding the best course of action.
I think that is what many crafters are wanting when they say interaction. We want to have a reason to pay attention to crafting, instead of watching tv or reading a book. We want to be able to be involved in the actual creation instead of just sitting there. Being involved means being able to use skills, strategy, problem solving skills, etc while crafting. In the DAOC world, I think this means having lots of buttons we need to push and by pushing those buttons it actually will matter for the finished product.
Another problem arises when you bring up the question of what happens when the recipient denies transfer of the item being sent. Now you need to keep record of who previously owned the item, also do you allow people to unsend the item or not? In which case something has to be put in to return the item the the sender. I'm not saying that simply transfering an item back and forth is difficult or processor intense, what I am saying is that by adding several fields to the class of every item in the game or creating and storing an entirely new entity (class, object, datastructure, what have you) may cause issues with other kinda of management (cross server traffic, memory).
I admit you may have much more insight into the inner workings of DAoC client-side programming, but I was simply trying to take multiple views into account.
Does your guild have a website yet? Find out how easy it is to get one.