Analyze/Brainstorming?

Started by hatchets, May 13, 2013, 12:07:48 PM

So, I was just thinking, when it comes to crafting, sometimes you might not think to attempt to combine certain things to see if something can be crafted. And thought perhaps some sort of brainstorming command or adjustment to analyze could be helpful.

It could be based off your characters wisdom, age, ability in a craft, and even ability with analyze (if changed to increase).

For example you might:

analyze branch

You might be able to work something by using a XXXX with this.


And as you advance, maybe you find recipes that take more then one item ect...

The recipe revealed could be randomly picked, a greater chance of lower leveled recipes of course.
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Instead of having a branch, why not just have it depend on the analyze skill? Maybe you said that and I'm just interpreting it wrong. If that's what you said, I like the idea... Would give me a really good reason to use analyze more often.
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Quote from: Fujikoma on May 13, 2013, 12:13:21 PM
Instead of having a branch, why not just have it depend on the analyze skill? Maybe you said that and I'm just interpreting it wrong. If that's what you said, I like the idea... Would give me a really good reason to use analyze more often.

I think he meant it as an example of analyzing a wooden branch.

Oh donkey-biscuits! How did I miss that?! Nevermind, thought he meant skill-branch. Whoops. Yeah, I like the idea.
Quote from: Nyr
Dead elves can ride wheeled ladders just fine.
Quote from: bcw81
"You can never have your mountainhome because you can't grow a beard."
~Tektolnes to Thrain Ironsword

Yes, I hate playing a puzzle game in ARM. It took two merchant characters of mine to find out making a table, because I hadn't bothered checking ALL combinations I can find out. Why do I have to know the recipe OOC? It's a table for god's sake.

But.. I had proposed a similar thing before. I do not understand what uses the puzzles have except giving an unfair advantage to the more experienced players and folks who delight in working combinations. Seriously, I can't even remember staff's reasoning on the matter. But it won't be done. Recipes are _sekrit_.
Q  : Where do you piss?
Yam: On elves.
Q  : And if the area, lacks elves at the given time?
Yam: Scan.

May 28, 2013, 09:37:37 AM #5 Last Edit: May 28, 2013, 09:40:48 AM by jigglypuffs
Quote from: evil_erdlu on May 13, 2013, 01:23:33 PM
Yes, I hate playing a puzzle game in ARM. It took two merchant characters of mine to find out making a table, because I hadn't bothered checking ALL combinations I can find out. Why do I have to know the recipe OOC? It's a table for god's sake.

But.. I had proposed a similar thing before. I do not understand what uses the puzzles have except giving an unfair advantage to the more experienced players and folks who delight in working combinations. Seriously, I can't even remember staff's reasoning on the matter. But it won't be done. Recipes are _sekrit_.

It's a bit of a shame in my opinion as well, yes. You essentially have to find an item, buy it and then you just might be able to reproduce it. So I could buy a dozen of tembo-hide items to figure out what I can do with tembo hides. Quite a few of them will be not craftable, a few restricted and the other I'll get the recipe for. It sounds like an awfully convoluted way for an experienced leatherworker to figure out how to make a pair of gloves.

I find the Shadows of Isildur/Atonement RPI system much better in this regard (not to say that I don't like Arm's crafting). Not only do you know what you need to make things, but you also have to learn how to make them. So if I made a dozen wooden tables, maybe I'll be able to make a nicely decorated wooden table. You can also learn and teach how to make specific things.

I dig this idea.
Fredd-
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