Post by Badwater on Dec 9, 2010 11:39:41 GMT -5
When we craft items on Talus, we generally need to do a couple of steps or so to create the final crafted item. For an arrow of lightning, I would need wood and feathers to make the arrows, then the components needed to make a bag of lightning, and there are several steps involved in creating that.
I'm thinking about making some kinds of crafting materials available through merchants, but I want to attach a rationale to that, and so I'm both thinking out loud here and soliciting comments and ideas.
Talus now has the tools available to set filters, as it were, in merchants based on alignment, race, class, and levels. As such, I'm wondering how a logical rationale might be applied to (a) merchant(s) selling crafting items. For example, shouldn't a ranger conceivably have an easier time getting crafting items to make a bow or arrows than a gnome wizard? Is a half-orc barbarian really going to have an easier time making an armor that comes out enchanted? Hopefully you see where I'm going with this, and this is the beauty of these new merchants that I've incorporated into Talus; we now have options to apply sense and rationale that were not available before.
The only crafting stuff that's off the table in this discussion are gems. I've put expensive gem deposits in places where you're going to have to be a high level to get to it. In my mind, a level 8 character has no business being able to readily access diamond, ruby, and emerald deposits and becoming a zillionaire before hitting level 10. As such there has been a change in CNR resource placement on Talus.
On the other hand, I find choppable trees very annoying when I adventure. I'm in the process of putting oak, mahogany, and hickory within 2-5 areas of the carpenter shops in Lomatin and Peridotia, and eliminating them elsewhere. I don't know about you, but clicking on those trees when I'm trying to get somewhere annoys the hell out of me. On the other hand, I might muck up an encounter area with trees and make it harder...*evil laugh*
But I digress. I'm interested in ideas and comments on the logic and rationale behind all this before I place any merchants that sell CNR resources - before I place them.
I'm thinking about making some kinds of crafting materials available through merchants, but I want to attach a rationale to that, and so I'm both thinking out loud here and soliciting comments and ideas.
Talus now has the tools available to set filters, as it were, in merchants based on alignment, race, class, and levels. As such, I'm wondering how a logical rationale might be applied to (a) merchant(s) selling crafting items. For example, shouldn't a ranger conceivably have an easier time getting crafting items to make a bow or arrows than a gnome wizard? Is a half-orc barbarian really going to have an easier time making an armor that comes out enchanted? Hopefully you see where I'm going with this, and this is the beauty of these new merchants that I've incorporated into Talus; we now have options to apply sense and rationale that were not available before.
The only crafting stuff that's off the table in this discussion are gems. I've put expensive gem deposits in places where you're going to have to be a high level to get to it. In my mind, a level 8 character has no business being able to readily access diamond, ruby, and emerald deposits and becoming a zillionaire before hitting level 10. As such there has been a change in CNR resource placement on Talus.
On the other hand, I find choppable trees very annoying when I adventure. I'm in the process of putting oak, mahogany, and hickory within 2-5 areas of the carpenter shops in Lomatin and Peridotia, and eliminating them elsewhere. I don't know about you, but clicking on those trees when I'm trying to get somewhere annoys the hell out of me. On the other hand, I might muck up an encounter area with trees and make it harder...*evil laugh*
But I digress. I'm interested in ideas and comments on the logic and rationale behind all this before I place any merchants that sell CNR resources - before I place them.