Excelsian
Posts: 221
Joined: 04-26-17
Last post: 2125 days
Last view: 1179 days
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).