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Little crafting info from Mats persson

FariicFariic Member Posts: 1,546

Anyone that may be wondering about crafting and refining.

Rather revieling post by Mats.  Only 8 armour types is kind of a bummer, but the rest of it's pretty good.

Posted a couple things Mats said in the thread, but not everything.  

Enjoy. 



General forums; NDA safe.

http://www.mortalonline.com/forums/25900-combine-raw-materials.html

"Well you will be able to create alloys but that system won't be "dynamic", meaning you cant take metal A and combine X amount of it with metal B. You can't arbitrarily do that with real metals either as most alloy compositions are very restricted - and as most of the metals and alloys in MO are based on their real world counterparts we've decided to make it a static system. This means some metals will go together and some won't, at fixed rates. For instance, to create Steel you will need to combine a certain amount of Pig Iron and Carbon (using Calx (our version of Limestone)) as a flux. Steel can in turn be combined with other metals, at fixed rates. And so on.

edit: In other words, already by having a certain number of fixed combinations the system allows for almost endless variation (as there are a lot of materials). Therefore, making this system completely dynamic would not only be unnecessary stat-wise, it would also be time consuming for us and add even more data to the already storage/process-heavy crafting. If we also wanted to make the alloys somewhat realistic we would need to restrict them, and thereby we're back to square one; the difference between a steel composition of 99.8/0.2 and 97.9/2.1 could hardly be represented or noticeable stat-wise and all other combinations would yield nearly worthless results."  Mats Persson 

                                                                                             

"Your skills in Refining will enable you to refine more difficult materials, use more advanced equipment, get a higher amount of the materials, and produce more difficult alloys, but the materials themselves are static. This means that Tindremic Messing will always be Tindremic Messing. There won't be Tindremic Messing (Low Quality) and Tindremic Messing (Good Quality) and so on. That said, there will be several materials in for instance the Iron-based metals category, like Pig-Iron, Wrought Iron, Steel and Tungsteel. Those could be said to have different "quality", but as I said there won't be a Wrought Iron (Good Quality).

 

 When crafting on the other hand, your skills will determine almost all stats of the piece you are making, like for instance weight, damage for different damage types, durability and so on. Also, the skills are separated into "handicraft" skills and "material knowledge" skills, meaning you can be a master at making Steel swords, but unless you know how to properly craft Jadeite your Jadeite swords will be of very poor quality."   Mats Persson 

                                                                                

 



"Just to make sure I'm not confusing you; by saying "having a certain number of fixed combinations the system allows for almost endless variation (as there are a lot of materials)" I don't mean that there will be a huge number of material combinations, I meant that there will be an almost endless variation for the result of the final item - and that dynamically combinable materials would have very little impact compared to the added complexity and data they would add.

For instance one (1) armor piece is:

A number of armor types * B number of support materials * C amount (unit steps) of support material * D number of main materials * E amount (unit steps) of main material * F skill in armor type * G skill in support material * H skill in main material * I quality of tools used = number of possible outcomes when crafting one armor piece.

Or (using approximate numbers):

A8*B20*C10*D30*E10*F100*G100*H100*I100 = 48000000000000 (4.8*10^13) possible stat-combinations for one (1) armor piece. That is of course completely overkill, as stat-increments from let's say 34.0003 to 34.0004 in Durability won't make any noticeable difference at all.

However, as there are 10 different armor pieces, the total number of possible stat-combinations for an entire armor would be around 64925062108545024000000000000000000000000000000000 00000000000000000000000000000000000000000000000000 0000000000000000000000000000000000000 (6.5*10^136).

Now, adding the ability to mix materials, well, sure that would be a nice touch, but somewhere we have to prioritize. In some cases though, for instance where you are forced to use a material from a specific material group (for instance Metals), it would have been nice to be able to dynamically mix them, to go for an overkill in that area too"   Mats Persson 

                                                                                                                                                                    

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