The GrumpyCat wrote: ↑Tue Jan 07, 2020 3:54 pm
JustMonika wrote: ↑Tue Jan 07, 2020 3:00 pm
I'm currently trying to furnish one small room.
The mind boggles at the things that I need. Almost every fixture requires other bits from other crafting trees or piles of ingredients I wouldn't even know where to look and arn't sold in shops.
It's terribly offputting. In the good old days, I could rock up to a crafting station, and go 'Right, Wooden thing. Needs wood.' now I'm all...
????
I don't just need a craftsperson, DC, and time, I also need a shopping list of things and no shop to buy them from. Maybe this is intentional to sharply reduce the number of fixtures?
Yep, it's entirely intentional. Or at least some of the types fixtures.
Simplify? Recipes, So it's not an scavenger hunt to make a pokey stick launcher. But make it so the items you do need, Ya' need to earn.
The thing is what you mean by, 'Earn.'
For me 'Earn'. Here I think Mythic means 'earn' as in go to your average epic place with your l33t build, murder everything, grab your stuff, rince and repeat.
To an extent that's fine, but that's not the only way of 'earning' something.
Another good eay to 'Earn' is to talk to other characters, source materials, set up friends with other crafting skills, check player shops, stock unusual items yourself ect. In short, it encourages not just earning thorugh amazing builds, but 'earning' through roleplay, time, efort, and so on. It also attempts to set up a small business for plays stocking lower tier items, so that you don't need to be run-grinding Red Dragon isle to sell things in your shop, but have some form of economy selling more unusual crafting items.
I think that this is just as important, and so I'll always be in favour of having some wierd and unusual items thrown in with the recipes.
My counterpoint to this is someone from the opposite end, who frequently places non-seldom adventuring characters, and who normally isn't around much. The amount of logistics and people involved in making furniture is comparable to some high end gear, particularly in time spent. Getting other characters to do things is great - Aside from they often want to be paid. Paying multiple other characters for multiple obsecure things to create one fixture is daunting, and fixtures often have extremely short life cycles.
Looking at the system as it stands to put X effort into crafting one easily stolen/bashable object is so daunting as to put one off completely, and the amount of fixtures I've seen in the game world has certainly been dropping recently. I used to be a fairly prolific painter, for example, but now it's almost too daunting to attempt, and mostof the paintings I see are old paintings being juggled, not new ones being made.
If that is the view of the team that there has been an overabudence of fixtures, and you intentionally want to put people off using the system to cut things down, then okay, that makes sense. But it sends a confusing message with the recently raised fixture counts. For example, the Cordor Guard barracks now has a fixture count of 112. Crafting 112 independent fixtures with the new recipies would take a mindblowing amount of hours, not just in spending the crafting points, but sourcing the raw materials alone. Even half that is no less a terrifying number.
It makes a degree of sense to gate my epic masterly damask keen sword behind a barrier. I'm not sure the same logic applies when placed around tables and chairs, do we need add these to the crafting recipies to encourage them to appear in the world? Do we not want beautifully decorated player interiors? And when they are destroyed, as they will be, do we not want people to feel able to replace them, rather than give up and not bother?
Remember, all the time and effort into building fixtures, gathering resources, making contacts, describing and placing them, as to be fitted in around the time you're spending on social RP, adventuring, and making your own actual gear, too.