Re: Crafting Rewards
Posted: Tue Feb 16, 2010 8:18 am
<Please Remove>
TheWatcher wrote:The problem with removing runics is the effect it will have on what I believe is an already thin runic armor market. From my experience it is already a hard slog finding a decent vendor with only a handful regularly stocking runic armour. The removal of easy to obtain hammers will drive prices up as evident in the recent powerscroll market.
I think an improvement in the bod rewards will make people take up mining again and also see an increase in value of lesser ores.
I think a simple solution for lack of miners is to completely remove npcs selling iron ingots. The way it stands there will always be a ceiling price as "npcs sell em for 15".
TheWatcher
Code: Select all
private static Item CreateIngots( int type )
{
switch (Utility.Random( 14 ))
{
default:
case 0: return new IronIngot( 100 * type );
case 1: return new DullCopperIngot( 90 * type );
case 2: return new ShadowIronIngot( 80 * type );
case 3: return new CopperIngot( 70 * type );
case 4: return new BronzeIngot( 60 * type );
case 5: return new GoldenIngot( 50 * type );
case 6: return new AgapiteIngot( 45 * type );
case 7: return new VeriteIngot( 40 * type );
case 8: return new ValoriteIngot( 35 * type );
case 9: return new BlazeIngot( 30 * type );
case 10: return new IceIngot( 25 * type );
case 11: return new ToxicIngot( 20 * type );
case 12: return new ElectrumIngot( 15 * type );
case 13: return new PlatinumIngot( 10 * type )
}
}
public SmithRewardCalculator()
{
Groups = new RewardGroup[]
{
new RewardGroup( 0, new RewardItem( 1, SturdyShovel ), new RewardItem( 1, SturdySmithHammer ), new RewardItem(2, Ingots, 1 ) ),
new RewardGroup( 25, new RewardItem( 1, SturdyPickaxe ), new RewardItem( 1, SturdySmithHammer ), new RewardItem(2, Ingots, 1) ),
new RewardGroup( 50, new RewardItem( 45, SturdyShovel ), new RewardItem( 45, Ingots, 1), new RewardItem( 10, ArmorOfCrafting, Utility.RandomMinMax(1,6) ) ),
new RewardGroup( 200, new RewardItem( 45, SturdyPickaxe ), new RewardItem( 45, Ingots, 1), new RewardItem( 10, ArmorOfCrafting, Utility.RandomMinMax(1,6) ) ),
new RewardGroup( 400, new RewardItem( 90, ProspectorsTool ), new RewardItem( 10, ArmorOfCrafting, Utility.RandomMinMax(1,6) ) ),
new RewardGroup( 450, new RewardItem( 2, PowderOfTemperament ), new RewardItem( 1, GargoylesPickaxe ), new RewardItem( 1, Deco, Utility.Random(6) ) ),
new RewardGroup( 500, new RewardItem( 1, RunicHammer, 1 ), new RewardItem( 1, GargoylesPickaxe ), new RewardItem( 1, Deco, Utility.Random(6) ) ),
new RewardGroup( 550, new RewardItem( 1, Ingots, 3 ), new RewardItem( 1, RunicHammer, 2 ) ),
new RewardGroup( 600, new RewardItem( 1, RunicHammer, 3 ), new RewardItem( 1, ColoredForgeDeed ), new RewardItem( 1, Ingots, 3 ) ),
new RewardGroup( 625, new RewardItem( 1, RunicHammer, 4 ), new RewardItem( 1, ColoredAnvil ), new RewardItem( 1, Ingots, 3 ) ),
new RewardGroup( 650, new RewardItem( 1, RunicHammer, 5 ), new RewardItem( 1, Ingots, 5 ), new RewardItem( 2, Deco, Utility.Random(6) ) ),
new RewardGroup( 675, new RewardItem( 1, ColoredAnvil ), new RewardItem( 1, Ingots, 5 ) ),
new RewardGroup( 700, new RewardItem( 1, RunicHammer, 6 ), new RewardItem( 1, Deco, Utility.Random(6) ) ),
new RewardGroup( 750, new RewardItem( 1, AncientHammer, 10 ), new RewardItem( 1, ArmorOfCrafting, Utility.RandomMinMax(7,12) ) ),
new RewardGroup( 800, new RewardItem( 1, GargoylesPickaxe ), new RewardItem( 1, ArmorOfCrafting, Utility.RandomMinMax(7,12) ) ),
new RewardGroup( 850, new RewardItem( 1, AncientHammer, 15 ), new RewardItem( 1, ArmorOfCrafting, Utility.RandomMinMax(7,12) ) ),
new RewardGroup( 900, new RewardItem( 1, RunicHammer, 8 ), new RewardItem( 1, RunicHammer, 7 ), new RewardItem( 2, ChargedDyeTub, Utility.RandomMinMax(1,2) ) ),
new RewardGroup( 950, new RewardItem( 1, RunicHammer, 9 ), new RewardItem( 1, Ingots, 7 ), new RewardItem( 1, ChargedDyeTub, Utility.RandomMinMax(1,2) ) ),
new RewardGroup( 1000, new RewardItem( 1, AncientHammer, 30 ), new RewardItem( 1, ChargedDyeTub, Utility.RandomMinMax(1,2) ) ),
new RewardGroup( 1050, new RewardItem( 1, RunicHammer, 10 ), new RewardItem( 2, SmithersProtector ), new RewardItem( 1, Ingots, 10 ) ),
new RewardGroup( 1100, new RewardItem( 1, AncientHammer, 60 ), new RewardItem( 1, SmithersProtector )),
new RewardGroup( 1150, new RewardItem( 1, RunicHammer, 11 ), new RewardItem( 1, ArmorOfCrafting, Utility.RandomMinMax(13,18) ) ),
new RewardGroup( 1200, new RewardItem( 1, RunicHammer, 12 ), new RewardItem( 1, ArmorOfCrafting, Utility.RandomMinMax(13,18) ) ),
new RewardGroup( 1250, new RewardItem( 1, RunicHammer, 13 ), new RewardItem( 1, ArmorOfCrafting, Utility.RandomMinMax(13,18) ) ),
Here's some help with what "nerf" means. To nerf something would make it arbitrarily more scarce if it's a commodity, or less powerful if it's a skill or an item. Nerfs usually follow from an overabundance of whining.amadman wrote:I feel adding runics to the elys was/is a nerf.
I think it helps a discussion remain clear and productive when words are used properly.amadman wrote:Regardless of what nerfed means to me or you does not change my point that adding runics to ely drops effected bods and crafting negatively.
AFAIK the runics dropping from Eleys is part of Daat99's OWLTR script that adds the extra ores and woods leathers, Including the mules and the MOA champs among other things..Tael wrote:I think it helps a discussion remain clear and productive when words are used properly.amadman wrote:Regardless of what nerfed means to me or you does not change my point that adding runics to ely drops effected bods and crafting negatively.
It's hard to remember back to my OSI days, and during many of those days there was no such thing as a runic, but I think ore eles always dropped runics once they were introduced. Certainly on every runuo shard I've played over the years, ore eles dropped runics. Otherwise they are too rare. Even with runics as they are now, there is not an abundance of good, crafted metal armor or weapons for sale that I've noticed. So how can you say that there are too many runics? Even with a runic you mostly make crap anyway. Expensive crap. Crafting is almost more of a hobby since the really good stuff is attained by other means. Sure, it's possible to craft a decent suit of armor, but you never see one for sale because they are not very practical to make. So you think that making this situation worse by nerfing runics will somehow make crafting better?
And if a runic isn't special enough as an ultimate bod reward, then for crying out loud suggest something else that will fill the bill rather than nerfing runics. Nerfs are such a backward way to try to improve the shard.