MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

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Diegovog
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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Diegovog »

Maybe bump only positive DI up to 5points to avoid easy stack of positive DI for vampires?

The rest should be fine with 3 or 4 points I think.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Kalopsia »

Diegovog wrote: Wed Feb 28, 2024 3:24 pm

Maybe bump only positive DI up to 5points to avoid easy stack of positive DI for vampires?

The rest should be fine with 3 or 4 points I think.

We'll keep the current values for now. Given the current caster situation, it shouldn't be too easy to stack elemental immunities on items.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Mamma ama Warlock »

Hullo~

I have found that it is impossible to put any further enchantments on inherently runic weapons in the new dweomer pool (tried it on the Dead Man's Cross daggers), it worked perfectly fine with the old one though. Might be an issue with those?

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by AstralUniverse »

Somebody correct me if I'm wrong but it seems to me like a shared issue across all craftable items who come out of the oven with runic property, but already exceed the 32 points max value of properties and therefore cannot be enchanted. There's also the part where in the new system, runes are never consumed from an item, since it doesnt really matter, it always caps at 32 points.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Coolguy McMagic »

AstralUniverse wrote: Thu Feb 29, 2024 6:03 pm

Somebody correct me if I'm wrong but it seems to me like a shared issue across all craftable items who come out of the oven with runic property, but already exceed the 32 points max value of properties and therefore cannot be enchanted. There's also the part where in the new system, runes are never consumed from an item, since it doesnt really matter, it always caps at 32 points.

If the item in question comes with a rune innately, you get to put another 8 points' worth of stuff on it, regardless of whether or not it exceeds the cap already.
If the item isn't innately runic and it's over 32, you're out of luck though.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Beary Nice »

Is there an intent to add specific saves like cold, fire, acid etc to items, so that we can take advantage of the overwriting with a lower property change that you made?

IIRC those are the only things missing from the new system that were present in the old one, now

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Quidix »

In the same spirit as the previous comment, +AC or +AB vs specific groups are expensive properties that cannot be overwritten, and it makes quite a few items unappealing. Would adding those properties also be considered?

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Sincra »

Beary Nice wrote: Mon Mar 25, 2024 1:00 pm

Is there an intent to add specific saves like cold, fire, acid etc to items, so that we can take advantage of the overwriting with a lower property change that you made?

IIRC those are the only things missing from the new system that were present in the old one, now

Quidix wrote: Mon Mar 25, 2024 2:15 pm

In the same spirit as the previous comment, +AC or +AB vs specific groups are expensive properties that cannot be overwritten, and it makes quite a few items unappealing. Would adding those properties also be considered?

Version 1 will mimic the existing setup.
This means it will only aim to have the relevant properties from the current dialogue based system and not anything further.

This is by design as even in the current system the properties raised as nuisance play a big factor of runes and costs.

Importantly this is not me saying never for the ac, but more that it's important to get the ground work done before anything else is introduced that could further upset established norms.

As for the saves vs elements, I believe we were discussing them (Kalo and I) and how we wanted them evaluated last it was raised.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Quidix »

Patch 1.1.4:
"Items can now be made Unenchantable and Unmodifiable by DM's and Developers.
Items with Unmodifiable cannot be renamed or edited in description."

(1) Would it be possible to make Unmodifiable a 0 cost dweomer that can be added to both items and fixtures? It would be a great way for crafters to make their own unique designs and have their 'mark', which fosters creative roleplay.

(2) In the Edit Item Description NUI, which is fantastic overall, would it be possible to make it so that symbols do not appear as ? when copy pasted?

I hope only very few items will come as Unmodifiable when freshly crafted, as it does limit crafter roleplay.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Sincra »

Quidix wrote: Mon May 27, 2024 10:10 pm

Patch 1.1.4:
"Items can now be made Unenchantable and Unmodifiable by DM's and Developers.
Items with Unmodifiable cannot be renamed or edited in description."

(1) Would it be possible to make Unmodifiable a 0 cost dweomer that can be added to both items and fixtures? It would be a great way for crafters to make their own unique designs and have their 'mark', which fosters creative roleplay.

(2) In the Edit Item Description NUI, which is fantastic overall, would it be possible to make it so that symbols do not appear as ? when copy pasted?

I hope only very few items will come as Unmodifiable when freshly crafted, as it does limit crafter roleplay.

On 1:
No, as this was meant to be for DM's and devs, but was announced as such to provide explanation to players on what they can expect.

On 2:
Also unfortunately no, this means you are copying from a file format that is differing to the engine.
I personally use UTF-8 Notepad++ and don't have this issue.

As for the final hope, that's the idea!
It's mostly to let us make items that are unique in some way that ultimately means they stay with whoever received it in whatever form it was made.
I definitely do not want to see overuse of either and it's mainly to help DM plot items.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Party in the forest at midnight »

I've never run into the ? problem. All of my writing I do with wordpad and office libre.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Quidix »

Sincra wrote: Fri Jun 07, 2024 9:16 pm
Quidix wrote: Mon May 27, 2024 10:10 pm

Patch 1.1.4:
"Items can now be made Unenchantable and Unmodifiable by DM's and Developers.
Items with Unmodifiable cannot be renamed or edited in description."

(1) Would it be possible to make Unmodifiable a 0 cost dweomer that can be added to both items and fixtures? It would be a great way for crafters to make their own unique designs and have their 'mark', which fosters creative roleplay.

(2) In the Edit Item Description NUI, which is fantastic overall, would it be possible to make it so that symbols do not appear as ? when copy pasted?

I hope only very few items will come as Unmodifiable when freshly crafted, as it does limit crafter roleplay.

On 1:
No, as this was meant to be for DM's and devs, but was announced as such to provide explanation to players on what they can expect.

On 2:
Also unfortunately no, this means you are copying from a file format that is differing to the engine.
I personally use UTF-8 Notepad++ and don't have this issue.

As for the final hope, that's the idea!
It's mostly to let us make items that are unique in some way that ultimately means they stay with whoever received it in whatever form it was made.
I definitely do not want to see overuse of either and it's mainly to help DM plot items.

I'd love to solve 2. I've tried multiple different text editors (Notepad++ UTF-8, Word, Google Docs, Notepad), and still always run into this issue. Might it have something to do with the Character Set? I'm at a loss...

EDIT: If anyone else encounters this issue, it's down to the character set - I changed it US character set in Notepad++ and now it works.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by good man of god »

For my opinion (though it seems it is getting shot down again and again these days..), the NUI system seems very unintuitive (I ran this by a few other Arelith friends to get their 'fresh eyes' on it too, seems we all agree).

It's ugly, hard to read, crazy difficult to understand. The current system of just a list, click the ability, +1, click go, is so nice and simple, functional.

I fear this is yet ANOTHER case of fixing what isn't broken, overcomplicating things, and dividing the community.

Not every player is a technical know-it-all, or even remotely technically/technologically inclined (I know I'm not).

For those who are, or who live and breath complex systems its fine? I guess?

For someone like me, it isn't.

It seems like NUI is catering for the complex, and not the simple.

Though, I'm getting frustrated at this time and time again, I'm trying to learn and adapt, and I simply can't keep up.

I fear people like me are just going to be driven out of Arelith, then, as we can't understand these new systems despite our best efforts to learn.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Xerah »

Huh. I’m blown away that anyone can look at the two options and consider the current one being better. I honestly can’t think of a single redeeming quality of it. I just can’t see how this is worse for the technological unadvanced or at all complex.

Also, the “unnamed masses of people who agree with me” are one of the least reliable sources.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by good man of god »

Xerah wrote: Tue Jun 25, 2024 11:53 pm

Huh. I’m blown away that anyone can look at the two options and consider the current one being better. I honestly can’t think of a single redeeming quality of it. I just can’t see how this is worse for the technological unadvanced or at all complex.

Also, the “unnamed masses of people who agree with me” are one of the least reliable sources.

This is a very one-sided response.

We have to understand that we have some very enfranchised players who aren't going to understand this new sweeping changes.

So, how do we make it so that such players don't experience such confusion and frustration? That's the key.

Also, I don't appreciate or need your sarcastic comments about my mentioning that I happened to chat to some other Arelith players about it too. This isn't a university paper and I needn't cite my sources to you.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Definately Not A Mimic »

I get this. There have been several systems or mechanics I've had to have someone walk me through step by step. Sometimes reading things like instructions just go flying over my head even though my reading comprehension is high with books and such.

I'd suggest pairing with someone, I hate to say voice but for me that is easier and have the menu up. Go through it step by step while the other does and explains. There are three ways of learning, reading, watching, doing. This helps cover each step and can make things clearer.

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Re: MEGATHREAD - DWEOMERCRAFTING REWORK ON PGCC

Post by Seekeepeek »

I toke a break from Arelith and didn't play it at all for months.
I wanted to make a test build on the test server.
I wasn't able to use the basin.

I think it wanted me to play before I could use it.
After I played some hours and could use it after.

not sure if it's suppose to lock out new players from using the basin?

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