New Crafting System (Herbalism / Alchemy)

Started by Johannes, August 21, 2010, 09:21:36 AM

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Johannes

http://www.escapefromunderdark.com/forums/showthread.php?t=43158

These were your thoughts about the old crafting system a while ago when we were thinking about salvaging it. The new crafting system (which many of you have now experienced for yourselves) was designed with these challenges in mind. We would like to know your thoughts on how the new system does and does not meet these challenges, what isn't working and how the system could continue to improve.

lovethesuit

I really think that the basic concept itself is so inventive that all we need now is to iron out the potential bugs and EfU:A will officially has the coolest crafting system ever. I may be a bit biased, but this has not only a great fun factor right now, but infinite potential later on as more and more people experience it.

Thomas_Not_very_wise

Agree with LTS said.

Porkolt

Will this be expanded to cover consecration as well?

Johannes

Unfortunately consecration is an unusual case which honestly doesn't have a place under the new crafting system. It will need to be given its own system.

Twelve

I briefly saw one of the crafting tables in the Exile Camp, after a reset it is no longer there, but it made me wonder..... does this new system render the alchemist box's, and herbalist bags obsolete?

Nihm

I think recipes should still have a place in this system, or some sort of rough guidance - otherwise it becomes a matter of throwing reagents at the table hoping something will work.
 
This also doesn't solve the problem of alchemy/herbalism expertise being too easily transferred between characters.
 
I like the system however, with its wonderful stink and failure messages and possibilities to use multiple routes to create the same things.

Johannes

Guidance does come in the form of the scripted research system.