ML craftables system proposal
Posted: Tue May 15, 2007 12:13 am
I was thinking of a different way to impliment the recepie/craftable system. it's way different from OSI, but imo is more interesting, AND from a coding poitn of view, WAY easier to manage/add/customize. Basically if I go this route, I can probably throw in all the ML craftables in a single update.
The recepie would be a deed that you get off a peerless boss, to avoid people from farming a single boss, I'd make it so different items are dispersed on different bosses. If it's like that on OSI I'd follow their scheme, if not, I'd just make it up.
As a crafter, when you open the deed, you'd get a gump that gives you information such as the artifact name, the skill required to craft it, the ingrediants required to craft it, and your success chance. Clicking OK would result in a random chance of failing based off your skill, which would use up the ingrediants, and also a random chance (fixed, and smaller) to destroy the recepie. Maybe like 5% or something.
To give use to arms lore, I could also make that skill affect the chance of crafting successfully.
I realize this is way far from OSI, but we arn't an OSI clone either so I don't think it's an issue. Just thought I'd throw this idea out.
If you take a look at the runuo craft system, you'll know why I want to avoid it.
Archived topic from AOV, old topic ID:629, old post ID:3683
The recepie would be a deed that you get off a peerless boss, to avoid people from farming a single boss, I'd make it so different items are dispersed on different bosses. If it's like that on OSI I'd follow their scheme, if not, I'd just make it up.
As a crafter, when you open the deed, you'd get a gump that gives you information such as the artifact name, the skill required to craft it, the ingrediants required to craft it, and your success chance. Clicking OK would result in a random chance of failing based off your skill, which would use up the ingrediants, and also a random chance (fixed, and smaller) to destroy the recepie. Maybe like 5% or something.
To give use to arms lore, I could also make that skill affect the chance of crafting successfully.
I realize this is way far from OSI, but we arn't an OSI clone either so I don't think it's an issue. Just thought I'd throw this idea out.
If you take a look at the runuo craft system, you'll know why I want to avoid it.
Archived topic from AOV, old topic ID:629, old post ID:3683