Carpentry tweaks (rev. 1 by cowe on 09-13-17, 01:31 am)
Posted at 09-13-17, 01:27 am Link | #1
cowe

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The current state of carpentry is going through some annoying ranks with no other reward than the stats and be completely forgotten as a crafting skill. I suggest adding new recipes so it becomes actually relevant, for example:

1) Oak staff (Mabi.pro custom staff): This was only available during the paper plane event if i recall correctly, but it could be added to the carpentry item list as a second option for staves, since the only one is Trinity staff, this could be crafted with a combination of fine/finest wood and 3 massive elementals, 1 of each type, to give it the magical element.

2)Highlander long bow: currently available to craft in other versions of the game, but unavailable here because we lack some of the items to craft it and Master carpenter talent, my suggestion to implement it here is either increasing the wood cost and replacing the nonexistent materials or a mix of wood and adding new items that could also be used for other recipes, like in blacksmithing, tailoring, etc.

3) Arbalest: currently only available from rafting, same solution as HLB.

4)Wing bow: currently available from Red dragon field boss, Synthesis, Auction and Renes egg protection minigame, this would have to be a completely custom recipe, as it is not available to craft in any other version of mabinogi.

5)Some other wooden equipment like instruments or future custom items like wooden wands, staves, crossbows, shields, materials for other recipes, chairs, and so on.
Posted at 09-13-17, 01:39 am Link | #2
lame

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i support this!
Posted at 09-13-17, 01:41 am Link | #3
Slayerj

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I'd love a mini game to work with, even though that'd be a lot to code and most likely will not happen. It could be VERY similar to fossil recovery in one version, where you try and shave away stuff and in another version, you have a flat plane you look at horizontally from the side with a - - - outline to try and leave behind and you run the mouse back and forth while holding the mouse button down to shave away layers. Idk, just an idea.

The ability to make the base wands would be nice too! Same concept as oak staff but with a single element and for healing wand.....idk, holy water? Less overall wood though, due to the size difference.

Craft-able wooden blades...? No real reason other than..why not?

Craft-able chairs (non repair) like the ones from live (I think we had some this gen in the past..?).

Craft-able item- Lectern (non repair), it's like a thing for mediation in the same idea of rest, where it helps your meditation? Just an idea.

Craft-able wood cutting axe (probably from blacksmith only honestly) and Woodworking Plane (either carp, handicraft, or wood working, pref the first and 3rd option for more dura) just to let you get better dura tools.

Lumber axe upgrades from live.
Upgrades for the wood working plane in a similar fashion to the lumber axe.

Synthesis option to use HW and arat crystal to dupe firewood types.
Posted at 09-13-17, 10:05 am Link | #4
redclad

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I agree that this skill should be made more useful. Tailors and blacksmiths can make useful equipments, carpenters don't. Especially because of the lack of interesting items and the completely random quality of bows created.
It's simply more efficient to look for a monster drop than ask a carpenter.

However, all wood items shouldn't be obtainable through carpentry. Some have to stay rare and valuable.
Even if some rare weapons can be made through blacksmithing, you still have to hunt for a rare manual but there is no manual for carpentry. Also, items are made in one go compared to the dozens of tries sometime required for blacksmithing.
post rev. 1 by Excelsian on 09-13-17, 04:08 pm
Posted at 09-13-17, 01:53 pm Link | #5
Excelsian

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Agreeing with clad here that some items should stay rare and valuable. Furthermore, I personally think allowing carpentry to be able to craft some of the most wanted weapons is... kinda unfair, seeing as how compared to the other two main crafting skills (tailoring and blacksmithing) carpentry is a lot easier to train to r1. I do agree that some of the rare weapons could be made just a little bit more forgiving to obtain (only thinking of wing bow really).

And as redclad mentioned as well, blacksmiths/tailors have to get manuals for the rare stuff they want to make. And they need to succeed multiple times to make a certain item they want to make, reducing the durability of the manual, which makes them unable to make items that are from rare manuals in bulk. What I am trying to say with this is, that if something in blacksmithing is added which is easy to make, the problem is contained since if the manual is rare enough, the item still won't be easy to make by just anyone. If something gets added to carpentry and ''a mistake'' is made in how easy it is to make (for example, making a wing bow cost 30 finest firewood, 20 braids 20 tough string 20 thick string or something, being a r1 bow so only 45% base success at r1 carpentry), something like this might look ''hard enough'' but all implementing something like this does is making one of the rarest weapons obtainable by just putting in time to passively gathering resources. Any new person to the server could grab an axe, grab a gathering knife and gather the materials and ask higher leveled crafters to help them out make the item instead of having to do stuff like renes egg minigame with 8 people in the hope that they get a wing bow, or gather a huge amount of money in the hope they can contest for it on the auction (if it is ever going to come).

If any rare items that would be added to carpentry, I think the only way about adding it is by making it require getting new custom materials that drop from harder content or something, then it would at least be more on the same difficulty as blacksmiths have to make the higher level stuff. I really think the team that would create the cost of making any of the rare weapons would have to be very careful with how easy it is to make them, since I personally think it is nice to have certain endgame items that are very rare and can't just be made in bulk (what for example happened to the Francisca).

Most of the previous things I have mentioned are out of concern for making rare items too easy to obtain, I'm not saying we shouldn't make carpentry use full or be able to make rare stuff. Hence the following suggestions.

I think that allowing carpentry to craft the standard wands (normal fire/lightning healing etc.) and the advanced wands (crystal lightning, phoenix fire wand etc.) will already give it a lot more purpose and give it its own unique role in the hierarchy of crafting skills (where blacksmithing supplies heavy armors/weapons and tailoring provides clothing and light armors, carpentry will be able to supply higher quality wands to mages).

Perhaps higher ranked carpenters could have use full passive bonuses added to items created? If for example besides added durability, being between r4-1 also gave just a bit of max dmg/crit bonus, a carpenter would better be able to craft actual use full bows. For example, a rank 1 carpenter could passively add 2 dura, 2 max and 3 crit or something. With this bonus, if a carpenter gets a decent grade on a bow, they could perhaps atleast compare to the high quality monster drops or even beat them, which would give them the same role as blacksmiths do when it comes to making broadswords/battleswords (where a monsterdropped sword is still better, but a lot of people buy their swords from blacksmiths).
Posted at 09-14-17, 10:35 am Link | #6
Excelsian

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Also, apprentice oak staff could be added to carpentry, since the trinity is still stronger meaning that it doesn't lose its strong and rare status, and the oak staff could serve as a more beginner friendly alternative to people who want to use a staff.
Posted at 09-14-17, 02:19 pm Link | #7
Lanikai

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Hey guys, just thought I'd chime in really quick with a thought -
A lot of the problem with having end-game gear available through Carpentry seems to be that the crafting isn't limited by having a manual like Blacksmithing and Tailoring are. I know we can't make manuals for an existing craft, but what if we make these powerful items inter-disciplinary?

To make my Highlander Long Bow, I need a ton of Finest Firewood from carpentry, but also special metal fittings created with high-rank Blacksmithing and a high-quality bowstring made with weaving.

To make my Wing Bow, I need the wood, the bowstring, and a magical wood treatment option created through high-level potion making?

This effectively adds Carpentry Patterns and encourages higj-rankrd crafters to work together to create late-game weapons.
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Posted at 09-14-17, 04:56 pm Link | #8
redclad

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Hey guys, just thought I'd chime in really quick with a thought -
A lot of the problem with having end-game gear available through Carpentry seems to be that the crafting isn't limited by having a manual like Blacksmithing and Tailoring are. I know we can't make manuals for an existing craft, but what if we make these powerful items inter-disciplinary?

To make my Highlander Long Bow, I need a ton of Finest Firewood from carpentry, but also special metal fittings created with high-rank Blacksmithing and a high-quality bowstring made with weaving.

To make my Wing Bow, I need the wood, the bowstring, and a magical wood treatment option created through high-level potion making?

This effectively adds Carpentry Patterns and encourages higj-rankrd crafters to work together to create late-game weapons.

I like this idea, especially the part where high rank potion making becomes useful (let's face it, past rank 9 there is no real use for potion making).
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