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Scaredgirl

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Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216320#msg216320
« on: December 04, 2010, 01:03:55 pm »
This was suggested by Dragoon here: http://elementscommunity.org/forum/index.php/topic,16600.msg229609#msg229609

Those who don't know, crafting is a term used in many MMO's. It means building stuff by combining other stuff. For example, I could combine a Sword and a Red Gem to produce Flaming Sword. In Elements this could, like Dragoon suggests, mean combining multiple cards to produce one rare or powerful card.

I love this concept. And because we are copying MMO's every step of the way, it's only natural that we copy crafting as well.

However since this is again another thing that would make the event more complex, we might not have it in WoE 1, and if we do, it's going to be very simple version of crafting.

What we could do is to have one card for each element that you could craft. A logical choice would be rare swords.


+ + =


+ + =


+ + =


+ + =

So basically you would combine 'other' weapon, alchemy card and a spell to produce a rare weapon of that element.



Here's Kuro's idea:


+ =

Comments? Ideas?

Offline Kuroaitou

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216322#msg216322
« Reply #1 on: December 04, 2010, 01:13:05 pm »
I hope you guys don't mind if I give a tad bit of input regarding this concept. ^^;;;

If crafting is going to be implemented, I already had a very simple system using pillars as the main form of conversion/resource material for crafting. The equations could be as simple as these:

Pillar (of one type) + Pillar (of another type) = Pendulum (of either type)
Example:  :aether pillar +  :light pillar = :aether OR :light pendulum

Dragon (of one type) + # pillars equivalent to the Dragon's cost (of another type) = Dragon (of the new type)
Example: Devonian Dragon (:time) + 10 :darkness pillars = Black Dragon

...that, OR you could make the crafting system only applicable for certain items (Weapons, Alchemy spells, Shields, and Pillars/Pendulums).

I prefer the upper equations, because then all it takes is the appropriate amount of pillars to craft or 'convert' creatures to the appropriate type, or create new cards (pendulums, weapons, etc.) using several types of pillars and permanents. Excessive crafting would be bad, because then you'd have no quanta source to play them (unless you had nova, but that's a different story). ^^;

Just my opinion though. Sorry for intruding.

Scaredgirl

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216328#msg216328
« Reply #2 on: December 04, 2010, 01:21:45 pm »
Just my opinion though. Sorry for intruding.
No intruding. :) Anyone with access is is supposed to give ideas.

I like that Pendulum idea. It fits perfectly. We could make that the only way to get Pendulums (other than buying them from the Auction).

...that, OR you could make the crafting system only applicable for certain items (Weapons, Alchemy spells, Shields, and Pillars/Pendulums).
Yeah, that's what I was editing in the first post when you ninja replied. :) Like I said, for first event, it's probably best to pick 1 or maybe 2 types of cards you can craft. Weapons and Pendulums sound pretty good to me.


Hmm.. we should probably have a skill called "crafting". It would have 3 levels, and the higher your level is, the more advanced crafting you can do. For example:

Crafting I : Pendulums
Crafting II : Alchemy cards
Crafting III : Weapons

Malduk

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216330#msg216330
« Reply #3 on: December 04, 2010, 01:32:44 pm »
Well, there are two ways to get this implemented.
One would be making crafting a common thing, maybe have players with skill 'crafting', and in that setup, most cards should be umm... "craft-able" <- is that a word? In this setup, you'd prefer going with something like what Kuro suggested. Have a clean formula you can reapply with different cards.

Other way would be that only some, couple of rare cards are craftable, and have predefined recipes for them. Crafting here could be part of the quest: go gather this, this and that, say a prayer over there and you get your shiny new AK47, OR do this and then and YOU get a recipe for one time or multiple time use at your own will.

EDIT: ninjad.. somewhat.

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216416#msg216416
« Reply #4 on: December 04, 2010, 04:24:30 pm »
Perhaps this could work in reverse too, but with an additional catalyst needed. For example, Joe is a high-ranking player with lots of rare cards, He just got a seventh Vampire Stiletto, He doesn't want to sell it because he doesn't need the money. He takes this to a <insert occupation here> to get it De-Crafted (<-- nifty name) into other cards, but with a hefty cost of electrum. He returns with 1 dagger, 1 Liquid shadow, and 1 nightmare.
This would near double the complexity of crafting though.

EDIT: This could even be another skill? Probably :time
De-craft I - (see above)
De-craft II - Pay only half the electrum cost
De-craft III - Pay no electrum
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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216442#msg216442
« Reply #5 on: December 04, 2010, 05:18:05 pm »
If there's crafting, there should also be brewing.
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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216546#msg216546
« Reply #6 on: December 04, 2010, 07:08:38 pm »
Just nitpicking, but I don't think rare spells should be involved. Even if they're not rare in WoE some players (newbies) might not want to get them in WoE simply because they don't have them in-game.
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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg216587#msg216587
« Reply #7 on: December 04, 2010, 07:37:16 pm »
So I guess the full set would be something like this:
 :aether Long Sword + Quintessence + Parallel Universe = Lobotomizer
 :air Short Bow + Unstable Gas + Shockwave = Owl's Eye
 :darkness Dagger + Liguid Shadow + Nightmare = Vampire Stiletto
 :death Short Sword + Aflatoxin + Poison = Arsenic
 :earth Hammer + Basilisk Blood + Deflagration = Pulverizer
 :entropy Short Sword + Antimatter + Pandemonium = Discord
 :fire Short Sword + Rage Potion + Fire Bolt = Fahrenheit
 :gravity Hammer + Black Hole + Momentum = Titan
 :life Dagger + Adrenaline + Heal = Druidic Staff
 :light Long Sword + Luciferin + Holy Light = Morning Star
 :time Short Bow + Precognition + Reverse Time = Eternity
 :water Hammer + Nymph's Tears + Earthquake = Trident

Might need to change a few cards depending on their cost to make everything equal between all the elements.


Edit: Updated the list a little

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg218731#msg218731
« Reply #8 on: December 07, 2010, 09:17:00 am »
Yay for Pendulum combos! ^^

Hmm.. we should probably have a skill called "crafting". It would have 3 levels, and the higher your level is, the more advanced crafting you can do. For example:

Crafting I : Pendulums
Crafting II : Alchemy cards
Crafting III : Weapons
This is pretty genius, but I think we should limit it to 'Crafting I' and 'Crafting II' as the two skills we need (based on the Skill trees you've made so far ^^;; ), and instead make 'Alchemy' a special skill for the :water element, seeing Nymph's Tears is sort of the connector alchemy-spell between them all. :) That way, someone can make pendulums and weapons (solid objects), but another elemental can make alchemy potions (liquid objects/brewing).

On that note, I wonder if you could also craft other special items in game that would have a one-time use, like a Scroll of Conjuration that summons a few creatures to pop in when your current army is running low (getting beat up by other players), or a Barrier Relic that can surround a city negating an entire turn of Siege attacks. >_>

I'm probably getting ahead of myself here, but that's just a few other things we could include in WoE #2.

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg218758#msg218758
« Reply #9 on: December 07, 2010, 10:41:54 am »
So I guess the full set would be something like this:
 :aether Long Sword + Quintessence + Parallel Universe = Lobotomizer
 :air Short Bow + Unstable Gas + Shockwave = Owl's Eye
 :darkness Dagger + Liguid Shadow + Nightmare = Vampire Stiletto
 :death Short Sword + Aflatoxin + Poison = Arsenic
 :earth Hammer + Basilisk Blood + Earthquake = Pulverizer
 :entropy Short Sword + Antimatter + Pandemonium = Discord
 :fire Short Sword + Rage Potion + Rain of Fire = Fahrenheit
 :gravity Hammer + Black Hole + Momentum = Titan
 :life Dagger + Adrenaline + Heal = Druidic Staff
 :light Long Sword + Luciferin + Holy Light = Morning Star
 :time Short Bow + Precognition + Reverse Time = Eternity
 :water Hammer + Nymph's Tears + Freeze = Trident

Might need to change a few cards depending on their cost to make everything equal between all the elements.
Looking at the list quickly, I would make at least one change. I would change Rain of Fire to Fire Bolt.

I think that we should try to pick spells that somehow fit the weapon created. Fire Bolt is perfect for this because it essentially does the same thing and Fahrenheit.

Using the same logic, we could make the :water Trident formula look like this: Hammer + Nymph's Tears + Earthquake.

It uses a card from another element, but it also makes more sense then adding some random :water spell.


Yay for Pendulum combos! ^^

Hmm.. we should probably have a skill called "crafting". It would have 3 levels, and the higher your level is, the more advanced crafting you can do. For example:

Crafting I : Pendulums
Crafting II : Alchemy cards
Crafting III : Weapons
This is pretty genius, but I think we should limit it to 'Crafting I' and 'Crafting II' as the two skills we need (based on the Skill trees you've made so far ^^;; ), and instead make 'Alchemy' a special skill for the :water element, seeing Nymph's Tears is sort of the connector alchemy-spell between them all. :) That way, someone can make pendulums and weapons (solid objects), but another elemental can make alchemy potions (liquid objects/brewing).

On that note, I wonder if you could also craft other special items in game that would have a one-time use, like a Scroll of Conjuration that summons a few creatures to pop in when your current army is running low (getting beat up by other players), or a Barrier Relic that can surround a city negating an entire turn of Siege attacks. >_>

I'm probably getting ahead of myself here, but that's just a few other things we could include in WoE #2.
Yes, you are right. I completely forgot about crafting. :)

Adding it to :water is an awesome idea.

Crafting items is something we should also enable, but I think it's better to start slowly with only a couple of options.

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Re: Crafting https://elementscommunity.org/forum/index.php?topic=16919.msg218998#msg218998
« Reply #10 on: December 07, 2010, 07:45:12 pm »
Well with the new items feature in motion, i'd like to see this applied to the items as well.
For example:
Return stone + reverse time + eternity = <insert really cool item name here>
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