Author Topic: Custom Crafting  (Read 899 times)

Delirium

  • Helper
  • Posts: 11775
Re: Custom Crafting
« Reply #25 on: June 22, 2018, 08:21:46 PM »
Good point. Besides. Are people gonna start guild sniffing magickers by figuring out if they can custom craft? Heh.
Will they tell your story in the end?
Who lives, who dies, who tells your story?

azuriolinist

  • Posts: 408
Re: Custom Crafting
« Reply #26 on: June 22, 2018, 08:24:35 PM »
I agree with sleepyhead. I love the objective of the concept for customcrafting, and the wider variety (in terms of quality) of craft items that it prospectively offers. But I would wholeheartedly support giving the player a more flexible choice in gaining the ability to customcraft.

There's a ways this can be done while still limiting it so that there aren't a barrage of customcraft submissions. There were a lot of suggestions up on this thread, including sleepyhead's, that are great examples.

sleepyhead

  • Posts: 473
Re: Custom Crafting
« Reply #27 on: June 22, 2018, 08:26:57 PM »
Delirium -- Yeah, I think that will happen, except it will be more like they watch you to see if you ever CC anything and then rule you out as a magicker whenever you do. I'm not sure it will happen the other way around, where they OOCly decide you must be a witch if they don't see you CC, though some people may be rash enough to jump to conclusions like that.

The new guilds are otherwise very good about getting rid of (sub)guild sniffers, so this is kind of a noticeable flaw.

azuriolinist -- Thanks. Sometimes it feels like I'm shouting alone into the void about all this, so it's good to know there are other players who care about this change and would like to see it be implemented in the best way possible.

Strongheart

  • Posts: 169
Re: Custom Crafting
« Reply #28 on: June 22, 2018, 09:57:29 PM »
I see no reason whatsoever to make custom crafting exclusive to a subguild. It is rare enough that custom items ever get put into the game, it would be a hindrance to make it anymore exclusive than it already is.
Die gedanken sind frei.

Strongheart

  • Posts: 169
Re: Custom Crafting
« Reply #29 on: June 22, 2018, 10:04:17 PM »
Let's take into consideration that once your character dies in Arm, that character is more than likely never going to come back. With that said, if these custom crafts are causing work overload, then maybe (along with the many ideas posted on this thread) allow Builders the opportunities to also work with these submitted custom crafts. Or come up with more solutions that do not limit the options players have to help add to the world further.
Die gedanken sind frei.

Strongheart

  • Posts: 169
Re: Custom Crafting
« Reply #30 on: June 22, 2018, 10:07:51 PM »
Also, creativity should be encouraged. Disallowing magickers, for example, from crafting unique items tailored for magical purposes would discourage creative opportunities.
Die gedanken sind frei.

valeria

  • Posts: 5641
    • I have a writing blog.
Re: Custom Crafting
« Reply #31 on: June 22, 2018, 10:09:42 PM »
Builders can only enter the item itself.  We aren't staff, so we aren't involved in the discussion of pros and cons or feedback and back and forth with the player, and we can't put in the crafting recipe (for technological limitation reasons, it seems).

Strongheart

  • Posts: 169
Re: Custom Crafting
« Reply #32 on: June 22, 2018, 10:10:48 PM »
Builders can only enter the item itself.  We aren't staff, so we aren't involved in the discussion of pros and cons or feedback and back and forth with the player, and we can't put in the crafting recipe (for technological limitation reasons, it seems).

I see... thank you for informing me.
Die gedanken sind frei.

Strongheart

  • Posts: 169
Re: Custom Crafting
« Reply #33 on: June 22, 2018, 10:11:28 PM »
My thoughts: just give heavy mercantile classes custom crafting because it makes sense. Done.
Die gedanken sind frei.

Strongheart

  • Posts: 169
Re: Custom Crafting
« Reply #34 on: June 23, 2018, 09:11:00 PM »
This seems like a quiet thread. Anyone out there have anymore opinions on the matter?
« Last Edit: June 23, 2018, 09:51:39 PM by Strongheart »
Die gedanken sind frei.

Morrolan

  • Posts: 2757
Re: Custom Crafting
« Reply #35 on: June 24, 2018, 01:19:27 AM »
I'd like to recommend a complexity-dependent lag time after an item is CC'd. Instead of one CC per month, I'd like to see one every one to five months.

After creating a CC item, there would be a lag of one RL month per skill level of the item. After a master-level item, there would be a five months waiting period.

With that, we could ditch the custom crafting subguild idea. [I'd rather have the lag before, but it would be harder to manage.]



"I have seen him show most of the attributes one expects of a noble: courtesy, kindness, and honor.  I would also say he is one of the most bloodthirsty bastards I have ever met."

Delirium

  • Helper
  • Posts: 11775
Re: Custom Crafting
« Reply #36 on: June 24, 2018, 01:35:49 AM »
You're already limited to 12 items per real life year. Twelve.. per YEAR. That's not very many at all.
Will they tell your story in the end?
Who lives, who dies, who tells your story?

WithSprinkles

  • Posts: 376
Re: Custom Crafting
« Reply #37 on: June 24, 2018, 02:05:50 AM »
Using up more than one of someone's monthly allotment on a single craft is already done depending on complexity and one's GM. I've had to not only use what amounted to about THREE MONTHS on a craft before, but then someone ELSE had to donate ONE MONTH to lend an assist to help complete it. I think that is the only time I've done that, but I've been willing and volunteered to give extra months on things when I knew they were a doozy of a project. I don't want months snatched away as a matter of course when they don't have to be or it is not warranted.

This is with logs and RP of objects being made and myself and other people having obviously researched so that we could approach doing the crafts correctly. Others would be moving around us and watching as we worked. People do this with small monthly crafts all the time. It leads to interesting IG discussions between merchants who debate over this technique or that and admiring how one person or another does something. Then sometimes those methods get passed down as others do what older characters did before them. People that enjoy this type of thing LIKE doing it. I think as much as combat characters enjoy what they do.

I feel a bit stuck here because I like trying to offer solutions when I disagree, but I sort of have nothing to offer at the moment except to say I don't like it. I am not at all for linking this to a subguild. I like the idea of having to app so that people can use GCP to tack the ability onto their characters, as someone suggested earlier, if we must. Otherwise this is just a  :-\ from me.

Re: Custom Crafting
« Reply #38 on: June 24, 2018, 07:52:55 AM »
I honestly despise the idea. It severely limits merchant characters.

Just give Heavy Mercantile CCing.
Quote
It's always lizard time.

Quote
The Desert Bloom is a Greggs, tbh.

PriestlySiren

  • Posts: 486
Re: Custom Crafting
« Reply #39 on: June 24, 2018, 08:58:15 AM »
I'm going to play Devil's Advocate for the change. There are going to be two subclass related ways to be able to custom craft - by choosing an extended subclass or by choosing a subclass that allows you to custom craft. The concept of your crafty Mccraftsperson is to make ccs and you don't have karma. This would assume that your Craftyface is innovative and more creative than Joe Schmoe over there. This meaning you could custom create a whole slew of things because you've got creativity out the butt, but you're so creative, it is your hobby - rather than going out and being an outdoorsman. What other skill set do you really need? You want a little combat? Roll a light merch/ccer. There are ways to be able to CC without limiting what you want to play - unless you plan on mastering everything and CCing everything. People should only really focus on one type of craft, maybe. Which is where extended subclasses come in.

You roll up a fantastic soldier, this soldier is great with the fighting and the following orders. BUT your soldier has a secret passion for quilting and you use a CGP to get the extended subclass that allows you to CC. This, to me, gives the soldier a chance to create something he is passionate about. I think that these kinds of hobbies might happen to the exclusion of other subclasses. Now, if your soldier gets particularly good at sewing unique pretties and really would rather do that  and catches the interest of Kadius who brings them in to sew and create because they've got crafters, but no one that focuses on the custom aspect of it, then that adds for a GMH's desire to diversify rather than hiring two crafters who master everything.
if you aren't supposed to kill players why do they have money on their bodies when they die

Re: Custom Crafting
« Reply #40 on: June 24, 2018, 09:25:25 AM »
I appreciate the application of CC subclassing. But what about magickers who want to make their own things every now and then? What about people who want to use their subclass for something actually useful and that would round out their character, instead of a CC 'allowance'?

What about people who app a Heavy Mercantile, and thus already have SO much put into "I'm a merchanty person and that's all I do and I'm fucking worthless otherwise", and just want a little bit of scan or hunt or /something/ useful on top of that, not just "now you can actually use what you apped for!".

And let's be honest here. Diversifying GMHs would be better if there were actually players who could settle into that diversity. As it is, with the different allotments of what's craftable for each of the three heavy mercantile classes, it's ""diverse"" enough as is, but on top of that, there's REALLY not enough players to justify having 5 "diverse" crafters per GMH.

Think about it. We average say, 34 to 40 players on peak. If every GMH had 5 "diverse" crafters, a couple merchants, an agent... Over HALF of ALL active players at that time would be merchant classes. That's just stupid and unreasonable to expect.

On top of that, nobody is saying "oh, I want to craft everything ever!", and with the new guilds crafting everything ever isn't possible anyway. We're just saying that there needs to be a way for CCing to be accessible to characters who don't want to 100% devote themself in every single aspect to 'YEP THIS IS ME IM MERCHANT MCMERCHANTFACE AND THIS IS ALL I WILL EVER DO'. Because sitting in an office spamcrafting is boring as fuck, sometimes you want to hit things, or get involved in plots, or have the ability to see if someone is hiding somewhere - that's what subguilds are /for/. Things you can do other than your 'main focus'. Subguilds / subclasses shouldn't be an on-off switch for something merchant-guilds used to innately get. That EXTREMELY limits character diversity on the whole, disallows any magickal crafters, disallows merchants from having secondary hobbies whatsoever, devalues heavy mercantile even further and encourages light mercantile AT MOST so characters have SOME secondary ability, and gives a big middle finger to not only the ability for CCing to further plots, but for the appeal of CCing overall.

Imagine if, if you wanted to be a Byn Sergeant or an Arm Corporal, you had to choose the 'Leadership' subguild with the hopes of one day being able to apply it, once you skilled up enough and proved yourself. It takes a special, focused person to be a leader, after all! You'll just have to deal with being First Trooper unless you ENTIRELY set yourself to this possibility! Imagine if, if you wanted to pilot an argosy instead of a wagon, you needed the 'Argosy Pilot' subguild that just gives you an on-switch for the piloting skill you already had. Wagons are good enough, anyone can pilot a wagon, deal with just having wagons!

We don't have the playerbase to start locking everything behind inane, stupid requirements that weren't there before, limiting and focusing any and all character creation ideas, blowing out plot points, and still expect everyone to be happy and content.

If we're expected to have a Clothworking Light Mercantile & Customcrafting Subguild, a Leatherworking & CCing, and so on, for EVERY GMH, guess what's going to happen? GMH's will just die, or thrive off of legacy merchants that still exist and are too afraid to take any risks with their character or get involved in plots in case they let everyone down by dying and having to make a new char.

This also pisses all over offpeak players.

A CCing subguild is a neat idea. It allows for diversity, if handled right. But making it the ONLY option is fucking stupid and limits things way more than is reasonable. Allow Heavy Mercantile to CC, and allow CC'ing flags to be unlocked on Special App, too. THEN we're talking - then we're not only at where we were before, but we give 3 different avenues to access CC, ALL of which are reasonable, not disruptive, and make sense.

Why should every warrior and ranger be able to do whatever they want with their subguild, take a side-job as a potter, but EVERY merchant who wants to have any long-term worth or further plots or be able to make their own cool things HAVE to take this subguild and limit them?

Why should there grow an OOC meta acceptance that every focused merchant has no chance whatsoever of being a magicker, and thus is incredibly trustworthy? Or that no merchant could POSSIBLY have a side-hobby of poisoning? Why should there grow an OOC meta acceptance that merchants are even weaker, even less broadly possible to have little tricks up their sleeve, and thus easier to kill or assassinate than ever, ever before? Why should there be a grand endless possibility before every other player in the game but merchants, who have to sit in an office and spamcraft and NOTHING else, and be happy with it? What happened to murder, corruption, and betrayal, when a fourth of the playerbase can never ever aspire to do any of those, because they have to give up their little "you didn't expect this, did you?" card to be a good pure perfect merchant who does nothing but sit still and be content?

CC subclassing is a neat little idea. An allowance for mixed and light-mercantile classes to further their own plots, should they desire. But for it to be the only possible option is an idea that should be seen for what it is: Restrictive, limiting, primitive, and fucking ridiculous.

Heavy Mercantiles are already quite limited in what they can do, even with their 'ace up their sleeve' Subguilds. ALLOW THEM TO CC.

Allow people to app a CC flag through special apping and a use of one special app point thing. Something other than ONLY a CC subguild.

ON TOP of all this, the thing that I've realised in my year of playing Armageddon is that not everything is obvious from the outset. Your character's backstory can evolve over time, you may get into the character and realise they want things less clearly evident than what you initially expected. Maybe instead of working for Kadius, they want to be a Bynner who stays back and helps people by making armours and weapons for them, and using a bow in the meantime. And maybe when they give up on that, they get an offer to join a MMH that's growing.

"Oh, yeah I craft outfits, but I also like shooting a bow!" "Oh so you can't customcraft then, well, I'm not hiring you."

"I love to make cures, but I make weapons too!" "Yes, yes, but how confident would you be in making 'specialised items', wink wink nudge nudge?"

You can either choose to only let your character ever ever ever ever sit down and make things, or never let them join in on any opportunities they would have otherwise had. Never let them get interested in a new MMH. Never let them hastily make a sloppy attempt at cure-brewing to save their bleeding-out friend. Never let them suddenly reveal they've been a magicker all along in private, ruining relationships and betraying trust.

A CC subguild being the only option strips away so much playability, so much diversity, than what is currently evident.
« Last Edit: June 24, 2018, 09:52:58 AM by MatisseOrOtherwise »
Quote
It's always lizard time.

Quote
The Desert Bloom is a Greggs, tbh.

rinthrat

  • Posts: 12
Re: Custom Crafting
« Reply #41 on: June 24, 2018, 09:48:12 AM »
Quote from: Discord
[9:21 AM] Shal LeBooonsh: Here's, if I may, the issue as I see it breaking down
[9:22 AM] Shal LeBooonsh: Amos the craftdude wants a super awesome blue linen jacket.  He wants this super awesome blue linen jacket for himself, him.  So he writes up his super awesome blue linen jacket, but doesn't want it to be a one off... in case something happens to it, like it gets bitten by a dwarf in the Gaj or something
[9:22 AM] Shal LeBooonsh: so he makes it with blue linen, a sapphire, a piece of ivory, and some gold dye... because he wants it REALLY super awesome
[9:22 AM] Shal LeBooonsh: he sends it in.  It has all these extra features on the custom craft request
[9:23 AM] Shal LeBooonsh: staff reads it over
[9:23 AM] Shal LeBooonsh: staff then talks about it,... because we do talk about these things
[9:23 AM] Shal LeBooonsh: there's a lot of discussion about this particular blue jacket over 20 days of wait time
[9:23 AM] Shal LeBooonsh: then we go back and we say "okay, we need this to be toned down, and also button snaps aren't invented so those need to come out"
[9:23 AM] Shal LeBooonsh: Then he responds... comes back with some counter... he really wants the button snaps
[9:23 AM] Shal LeBooonsh: we go back and forth on it a bit
[9:24 AM] Shal LeBooonsh: then
[9:24 AM] Shal LeBooonsh: after all that... the final design is approved
[9:24 AM] Shal LeBooonsh: it gets made
[9:24 AM] Shal LeBooonsh: it goes through multiple levels of approval, it gets put in to the game
[9:24 AM] Shal LeBooonsh: he makes it once
[9:24 AM] Shal LeBooonsh: he dies
[9:24 AM] Shal LeBooonsh: AND NO ONE EVER MAKES IT AGAIN
[9:24 AM] Shal LeBooonsh: it adds nothing to the game on long term after all that work went in to it
[9:24 AM] Brokkr: I'd much rather someone submit and staff make a rinthi suitable club that any beginner in club making could make
[9:24 AM] Shal LeBooonsh: ^THIS^

Most of this could be alleviated by letting people submit CCs that are
  • Craftable and
  • Have a limited number of ingredients (one or two) so there is a realistic chance of other crafters discovering them in game

It's nearly impossible, mathematically, to randomly find a recipe with 4 or 5 ingredients and hundreds of materials. But recipes with one or two items are actually discoverable unless the player submitting them goes oet of the way to use obscure ingredients. Hopefully, it'd also limit the fanciness, because you just can't do that much with just two materials.

Why not let anyone do this, and just restrict the fancier or one-shot items by the subclass?
« Last Edit: June 24, 2018, 09:55:13 AM by rinthrat »

Re: Custom Crafting
« Reply #42 on: June 24, 2018, 09:59:34 AM »
    Quote from: Discord
    [9:21 AM] Shal LeBooonsh: Here's, if I may, the issue as I see it breaking down
    [9:22 AM] Shal LeBooonsh: Amos the craftdude wants a super awesome blue linen jacket.  He wants this super awesome blue linen jacket for himself, him.  So he writes up his super awesome blue linen jacket, but doesn't want it to be a one off... in case something happens to it, like it gets bitten by a dwarf in the Gaj or something
    [9:22 AM] Shal LeBooonsh: so he makes it with blue linen, a sapphire, a piece of ivory, and some gold dye... because he wants it REALLY super awesome
    [9:22 AM] Shal LeBooonsh: he sends it in.  It has all these extra features on the custom craft request
    [9:23 AM] Shal LeBooonsh: staff reads it over
    [9:23 AM] Shal LeBooonsh: staff then talks about it,... because we do talk about these things
    [9:23 AM] Shal LeBooonsh: there's a lot of discussion about this particular blue jacket over 20 days of wait time
    [9:23 AM] Shal LeBooonsh: then we go back and we say "okay, we need this to be toned down, and also button snaps aren't invented so those need to come out"
    [9:23 AM] Shal LeBooonsh: Then he responds... comes back with some counter... he really wants the button snaps
    [9:23 AM] Shal LeBooonsh: we go back and forth on it a bit
    [9:24 AM] Shal LeBooonsh: then
    [9:24 AM] Shal LeBooonsh: after all that... the final design is approved
    [9:24 AM] Shal LeBooonsh: it gets made
    [9:24 AM] Shal LeBooonsh: it goes through multiple levels of approval, it gets put in to the game
    [9:24 AM] Shal LeBooonsh: he makes it once
    [9:24 AM] Shal LeBooonsh: he dies
    [9:24 AM] Shal LeBooonsh: AND NO ONE EVER MAKES IT AGAIN
    [9:24 AM] Shal LeBooonsh: it adds nothing to the game on long term after all that work went in to it
    [9:24 AM] Brokkr: I'd much rather someone submit and staff make a rinthi suitable club that any beginner in club making could make
    [9:24 AM] Shal LeBooonsh: ^THIS^

    Most of this could be alleviated by letting people submit CCs that are
    • Craftable and
    • Have a limited number of ingredients (one or two) so there is a realistic chance of other crafters discovering them in game

    It's nearly impossible, mathematically, to randomly find a recipe with 4 or 5 ingredients and hundreds of materials. But recipes with one or two items are actually discoverable unless the player submitting them goes oet of the way to use obscure ingredients. Hopefully, it'd also limit the fanciness, because you just can't do that much with just two materials.

    Why not let anyone do this, and just restrict the fancier or one-shot items by the subclass?[/list]

    I've said it in the discord but I'll say it here, too.

    If staff wants simple stupid clubs, ask for them. If staff wants rinthi-suitable panties, ask for them. Let people submit them. Don't put the onus on every crafter to add to the game on your behalf instead of furthering their own goals or desires or adding to their own entertainment and enjoyment of the game.

    We're not all psionicists. If you desperately wish for players to make a big dildo made out of scrab shell, tell us, and let us submit it without using up one of our monthly 'cool thing' allowances. We don't know otherwise.

    And, here's a cool protip! Limiting who can CC, limiting who is allowed to make their monthly 'cool thing'? That's only going to make LESS of your dull rinthi clubs happen, because if I used my entire character creation to revolve around the ability to customcraft, why would I waste my time doing that instead of furthering an MMH, furthering plots, making my own cool things, unless I wanted to brown-nose to the extreme?

    Nobody who is having to hyper-focus into the ability to CC is going to then desire to waste their CC'ing ability to further admin and staff desires.
    Quote
    It's always lizard time.

    Quote
    The Desert Bloom is a Greggs, tbh.

    rinthrat

    • Posts: 12
    Re: Custom Crafting
    « Reply #43 on: June 24, 2018, 10:11:10 AM »
      Quote from: Discord
      [9:21 AM] Shal LeBooonsh: Here's, if I may, the issue as I see it breaking down
      [9:22 AM] Shal LeBooonsh: Amos the craftdude wants a super awesome blue linen jacket.  He wants this super awesome blue linen jacket for himself, him.  So he writes up his super awesome blue linen jacket, but doesn't want it to be a one off... in case something happens to it, like it gets bitten by a dwarf in the Gaj or something
      [9:22 AM] Shal LeBooonsh: so he makes it with blue linen, a sapphire, a piece of ivory, and some gold dye... because he wants it REALLY super awesome
      [9:22 AM] Shal LeBooonsh: he sends it in.  It has all these extra features on the custom craft request
      [9:23 AM] Shal LeBooonsh: staff reads it over
      [9:23 AM] Shal LeBooonsh: staff then talks about it,... because we do talk about these things
      [9:23 AM] Shal LeBooonsh: there's a lot of discussion about this particular blue jacket over 20 days of wait time
      [9:23 AM] Shal LeBooonsh: then we go back and we say "okay, we need this to be toned down, and also button snaps aren't invented so those need to come out"
      [9:23 AM] Shal LeBooonsh: Then he responds... comes back with some counter... he really wants the button snaps
      [9:23 AM] Shal LeBooonsh: we go back and forth on it a bit
      [9:24 AM] Shal LeBooonsh: then
      [9:24 AM] Shal LeBooonsh: after all that... the final design is approved
      [9:24 AM] Shal LeBooonsh: it gets made
      [9:24 AM] Shal LeBooonsh: it goes through multiple levels of approval, it gets put in to the game
      [9:24 AM] Shal LeBooonsh: he makes it once
      [9:24 AM] Shal LeBooonsh: he dies
      [9:24 AM] Shal LeBooonsh: AND NO ONE EVER MAKES IT AGAIN
      [9:24 AM] Shal LeBooonsh: it adds nothing to the game on long term after all that work went in to it
      [9:24 AM] Brokkr: I'd much rather someone submit and staff make a rinthi suitable club that any beginner in club making could make
      [9:24 AM] Shal LeBooonsh: ^THIS^

      Most of this could be alleviated by letting people submit CCs that are
      • Craftable and
      • Have a limited number of ingredients (one or two) so there is a realistic chance of other crafters discovering them in game

      It's nearly impossible, mathematically, to randomly find a recipe with 4 or 5 ingredients and hundreds of materials. But recipes with one or two items are actually discoverable unless the player submitting them goes oet of the way to use obscure ingredients. Hopefully, it'd also limit the fanciness, because you just can't do that much with just two materials.

      Why not let anyone do this, and just restrict the fancier or one-shot items by the subclass?[/list]

      I've said it in the discord but I'll say it here, too.

      If staff wants simple stupid clubs, ask for them. If staff wants rinthi-suitable panties, ask for them. Let people submit them. Don't put the onus on every crafter to add to the game on your behalf instead of furthering their own goals or desires or adding to their own entertainment and enjoyment of the game.

      We're not all psionicists. If you desperately wish for players to make a big dildo made out of scrab shell, tell us, and let us submit it without using up one of our monthly 'cool thing' allowances. We don't know otherwise.

      And, here's a cool protip! Limiting who can CC, limiting who is allowed to make their monthly 'cool thing'? That's only going to make LESS of your dull rinthi clubs happen, because if I used my entire character creation to revolve around the ability to customcraft, why would I waste my time doing that instead of furthering an MMH, furthering plots, making my own cool things, unless I wanted to brown-nose to the extreme?

      Nobody who is having to hyper-focus into the ability to CC is going to then desire to waste their CC'ing ability to further admin and staff desires.

      What does that have to do with my post?

      I want to make shitty rinth clubs, not uber fancy CCs. But I'm also not willing to give up my subguild just to do that, or to roll up a crafter who is limited to crafting existing items - it gets old so fast.
      « Last Edit: June 24, 2018, 10:20:42 AM by rinthrat »

      Re: Custom Crafting
      « Reply #44 on: June 24, 2018, 10:14:56 AM »
      That was in response to your quote - sorry!
      Quote
      It's always lizard time.

      Quote
      The Desert Bloom is a Greggs, tbh.

      Brokkr

      • Administrator
      • Posts: 398
      Re: Custom Crafting
      « Reply #45 on: June 24, 2018, 10:57:31 AM »
      Tone down the vitriol, this is your only warning.

      Re: Custom Crafting
      « Reply #46 on: June 24, 2018, 10:59:53 AM »
      Apologies. I let my feelings on this topic get the better of my sensibilities.

      In clarification, I will respect staff and their decision on this no matter what. I'm just a bit frustrated.
      Quote
      It's always lizard time.

      Quote
      The Desert Bloom is a Greggs, tbh.

      valeria

      • Posts: 5641
        • I have a writing blog.
      Re: Custom Crafting
      « Reply #47 on: June 24, 2018, 11:00:58 AM »
      On reflection, I also think that heavy mercantile should be allowed to just custom craft, perhaps as one of their "abilities."  Like certain groups get forage for wildnerness food or whatnot.

      sleepyhead

      • Posts: 473
      Re: Custom Crafting
      « Reply #48 on: June 24, 2018, 11:30:19 AM »
      Yes. This is important to me. Let's not get this discussion locked please.

      JohnMichaelHenry

      • Posts: 41
      Re: Custom Crafting
      « Reply #49 on: June 24, 2018, 01:54:03 PM »
      I thought Lizzie had a good idea about having to choose something to focus on. Without the penalty not being able to master everything. The heavy merch could choose something at any time, not necessarily during character creation, but after it is chosen that's it. They will only be able to custom craft things from that category. Extended subs would get to custom craft whatever they chose. Master Armorer can custom armor. That way, If you choose heavy merch and custom crafting means that much to you, you can choose an extended subguild AND one other category from your regular skill list.

      I don't know if I'm explaining this well, but it seems like this would cut down on the work by a lot for staff, and still let folks flesh out their concepts. They could even just add their choice in their bio, so staff could just look at it easily, there wouldn't have to be any code added.
      “Imagination is more important than knowledge. For knowledge is limited to all we know and understand, while imagination embraces the entire world, and all there ever will be to know and understand.”
      ― Michael Scott, The Warlock