Hi guys! Raddo the bard here!
Just giving you my thoughts on the crafting system, it's current state and how it can be improved. As a disclaimer so I don't get a ball of lightning in the face next time I log in, this is all just meant to be constructive, not insulting. Now in no particular order:
- The Supplyorder system is nice... in theory. It's good to know I can go to a place and specialize in crafting without too much adventuring. It adds an RP element for people who may just want to be traders or smiths. The problem lies in how sluggish the system currently is, but being able to get real advancement and money without begging the playerbase to help you get there is amazing.
- The initial problem lies in the speed. It's inconsistent in how it works. It doesn't seem to give discernible notifications as to how it wants to be skilled. If it's a probability chance, it's wau too low, and if it's a consistent xp, it's way too high! This can make craft grinding intolerable as sitting there for at least 3-4 minutes (and that's where everything is still centralized), only to find out you're getting no progress. If its supposed be slow, then let it be slow, but make sure if I'm going to sit there and work on one skill for an hour I know that there was something gained and I just didn't lose a roll of the loaded dice.
- On the subject of skillups, it'd also be nice to know that if I'm custom making items (not supply order) which tend to cost a lot more and gives no reputation or experience points, that I have a higher chance to skill up. If there can be a few persistent merchants. then that will make crafting all the better, as people can know they will get good xp to make items they can either sell directly to a player or at least get a decent price at a merchant, knowing it could go to someone else when they are not around.
- Not to be presumptuous, since I know this is an early build, but it'd also be cool to see supplyorder quests specfic to a city/region. Forest areas would be prime for skills needed for hunting/woodworking, and mountains and blah blah blah. This one is just being thrown out there.
- The payouts are unfair as they stand at the moment. I don't want to go to deep into this and suddenly find someone trying to macro/bot it, but some quests pay out much better than others. This can create a disparity both in how the quests are done and the types of crafters. Why would I want to do that one beyond the basics when this one makes me much more? Adding onto that for a later build, making the supplies further from the orderer or some better quests requiring to go out and harvest the materials instead of being bought could really kick in players needing players.
- If skill gains are so slow because of fear of powerlevelers or people just buying their way into masterhood, I would suggest an xp or skill limit per day, or even make the xp gained crafting a different form of xp, and like your adventurer levels, you can level up your chosen craft. This does kind of fine tune certain skills, but could leave a disparity in certain crafts.
- Finally, as a personal request, make crafting wands/staves (or at least recharging them) more craft than adventurer based. PERSONAL OPINION INCOMING: Mages always tend to have it better in endgame, in D&D, Pathfinder, other MUDs, unless they are being lazy, they pretty much don't have to worry about one on one fights. Don't let them corner the market on needed things as well! I was so sad to see my wand of deathly heroism run out and not knowing any way to get it recharged. My suggestion: power shards. Can use them to recharge certain wands or create others, can go by level and even be limited in how they are used to not give a powerleveling edge. I know it's hard to change that idea, but wands and staves can be such a boon at all levels, we need to keep them more alive!
Well, thanks for hearing my opinions! I'm sure you'll agree they are all correct and you will soon praise Raddo the Bookbinder!