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Old 09-08-2016, 09:50 AM   #1
Adrian
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Default AMUN: Crafting preview version

Hello Community,

We opened Amun for you to be able to test the Crafting system. It is extremely important that you remember the following:

- This is an incomplete version. There is content up until level 27 only. This is to allow the system to be tested, which is our main goal.
- Everything is subject to changed and suggestions that respect the current base of the system are welcome.
- Please be brief and specific.
- Test every change and try to "break it" and report errors with steps to reproduce.
- As you go levelling up Crafting, you will obtain new slots. You begin with 1 slot for creation and no slots for queuing. Every 3 levels you get a new slot for creating or for queuing.
- Bear in mind that this system and some changes (like bosses loot in chests) will open a HUGE future for content and how it is given. This is what we're aiming at. Most of the next events and features will use this.

Thank you for your help. We will try to reply to all your questions, if possible.

Here is the changelog:
- New: Crafting.
- NPCs will introduce you to the system: Osthan in Alsius, Unkra in Ignis and Lorvel in Syrtis. Starts with a simple quest to teach how to use the interface.
- Once introduced, the NPC will give you a quest for gathering your first materials and create your first weapons.
- When we reach to level 22, we will be sent to the coastal town of the realm. Lulia in Alsius, Nurik in Ignis and Indirae in Syrtis will help you continue.
- Materials, until player level 30 will be gathered from the environment. This will relate to the levelling zones to make it easier.
- Since level 31, most of the materials will be obtained in the War Zone in different ways.
- Recipes until level 30 will be obtained in NPCs through commerce.
- Recipes from level 31 and on will be obtained in different ways.
- Modified: Orc Camps.
- Added bosses for each one in each War Zone. Urrgog in Alsius, Kregog in Ignis and Gobgog in Syrtis.
- The bosses drop a significant amount of gold and some items needed for crafting.
- When the boss is killed, a chest will appear that will grant items depending on the level of the player.
- Chest is not spawned if your own realm has any fortification captured. (Still not done)
- Modified: Sound for interface closing enhanced.
- Fixed: Chat window could not be used properly when training.
- Fixed: Regnum client messing with the Operating System input when not in focus.
- Fixed: Key assignments in Windows 10 did not work properly.
- Fixed: Collision error in Herbred and Algaros that allowed to get behind the wall where the flag is. Also, looking towards the back of the fort, in the left corner, archers could go up the broken wall.
- Fixed: Being able to cast powers while running with point-and-click feature.
- Fixed: Falling damage around forts caused you to die.
- Fixed: Falling damage inside wall fortification was causing death.
- Modified: Falling damage inside fortifications is now half the normal values.
- Fixed: Terrain errors in which players got stuck: x:3368 z:3290, x:4029 z:3591, x:4084 z:3236, x4498 z3219
- Fixed: Internal balcony hideouts in Eferias when jumping to the small ledges at its sides.
- Modified: Cannot use "Die" in options menu if player is in movement.
- Fixed: One of the rocks of "stonehenge" was climbable.
- Fixed: Hideout in Shaanarid castle (x4692 z2962)
- Fixed: Prop in Daen-Rha was "climbable" through relogging.
- Fixed: Interacting with dobs while falling/jumping.
- Fixed: Collision error in Aggersborg fort.
- Fixed other minor and internal errors.
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Old 09-08-2016, 10:52 AM   #2
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Default Feedback for crafting so far

Hey fellow Developers! i was lucky to be one of the first players to test this system and here is my feedback and some future ideas (maybe).

the crafting interface, very clean and simple but maybe add more item icons in for the items you craft or that have been crafted.

Crafting times are kinda a pain, i am curious to see end game crafting times

Material spawns is a pain so far i hope it gets increased.

The markers on the map are broken, only the minimap guides you to crafting materials.

ideas:

interface: implement a filter for what kind of item you wanna craft
right now it shows every recipe u have. for example let us choose what level we wanna craft and what kind of weapon. similar to auction house where you choose for example armour -> breastplate. for crafting system Swords - axes,etc . also do this for the raw materials you can craft.

Reduce crafting time by a little bit.

Bring Crafting masters into the warzone at markets and castles. and maybe give them unique loot spawns / commerce items.



final idea: make instances to gather special materials for extremly rare weapons next to the upcomming dragon weapons, make us able to craft legendary / epic items with the new unique stats you have added.


kind regards <3

edit: increase spawn rate of the new champion mobs they havent spawn after 20+ minutes of waiting.

Last edited by kutje; 09-08-2016 at 12:43 PM.
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Old 09-08-2016, 11:18 AM   #3
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https://youtu.be/P45q3gdv0eA

Somehow crafting gets stuck... I have to cancel and craft it again... in the end I've lost my ore and didn't get any ingot.


<EDIT> Fixed!
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Last edited by Sentan; 09-08-2016 at 11:45 AM.
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Old 09-08-2016, 12:23 PM   #4
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Alo,

although we actually discussed it live I ll summarize some of my thoughts here regarding the upcoming crafting.

1. The crafting seems to proceed even when you are away from the NPC (with closed dialog). Does it also continue when you are offline?
Given that, there should be an indication (except the ding ding sound) somewhere in HUD that the craft product is ready, especially when you are outside in WZ fighting, etc.

2. Placing a craft product in AH doesnt work at the moment, but got informed that it will work in a future release.

3. A revamp is needed for the location of ingredients through map and not minimap (compass).

4. There should be an indication in character sheet or somewhere in the HUD regarding the recipes you know, the craft xp you have, the craft lvl you are. That would help checking what you need in order to progress in game. Maybe a craft book like spell book would be handy.

5. I would like to congratulate DEVs for this craft system. Dialogues and windows are simple, whole mechanism is simple. You have done a nice job. Grats guys.

Best,
Dr. LawZ
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Old 09-08-2016, 12:42 PM   #5
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Ok, some problems I have with this:
  • Every ore looks like magnas
  • the crafting materials are quite heavy in comparison to other loot
  • You can scroll in the "Items needed" section of the resulting Item even if there is only one item needed.
  • You can't open the crafting menue and you inventory at the same time.
I would like to have the recipes we can craft with the materials in our iventory highlighted (or the ones we can't craft greyed out).

Already obtained crafting recipes don't have to be bought again, right? why not remove them from the tradewindow then.

Also, is it possible to include magweps in this system? I can't see a reason why they should stay seperated.

Could you please lower the Boss respawn cooldown on Amun? ^^
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Last edited by Artemo; 09-08-2016 at 01:50 PM.
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Old 09-08-2016, 02:36 PM   #6
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Issues I've noticed.

-If you collect a bag of bones, in the inventory it says 'bag of bones (3)' but still counts as only 1 for the quest.
-Minimap shows an arrow to where the materials are, but the actual map doesnt have a marked location.
-If you close the crafting window whilst a weapon is being crafted, it never gets made. Just keeps counting down from 60 seconds to 0 over and over again. (This is just with level 10 weapons, havent tested with higher level yet).
-Cant open inventory and crafting window at the same time.
-Cancelling the crafting of an item in my case 'soft wood plank' doesnt return the crafting materials. Not sure if thats by design.
-Crafting materials stuck on hills and are unreachable. (has been the case with normal mag rocks too for a long time)

-Would just like to mention that crafting materials can take up a lot of inventory space especially if you're a mage/archer. Being overburdened becomes annoying.
-Another thing to take under consideration is respawn times for materials. In ra i can see it being a problem if 10 people are searching for the same material.

http://imgur.com/a/LrhUH
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Last edited by Hollow-Ichigo; 09-08-2016 at 09:23 PM. Reason: Added unreachable material image.
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Old 09-08-2016, 03:49 PM   #7
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Alo,

I want also to point out that offline crafting, i.e. crafting while being disconnected, seems bit buggy.

I had 12 copper ores, ordered for 1 copper ingot that requires 10 ores, and when i logged back, I had the ingot but not the remaining 2 ores.

Thanks.
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Old 09-08-2016, 04:20 PM   #8
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Thank you for the feedback!

We're working on fixes and changes and tomorrow we will update Amun.

Good job!
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Old 09-08-2016, 06:42 PM   #9
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Quote:
Originally Posted by LawZ View Post
Alo,

I want also to point out that offline crafting, i.e. crafting while being disconnected, seems bit buggy.

I had 12 copper ores, ordered for 1 copper ingot that requires 10 ores, and when i logged back, I had the ingot but not the remaining 2 ores.

Thanks.
Same happened to me. Had 89 Pine wood. Soft wood craft bugged on me so relogged. Came back with all my pine wood gone. Feelsbadman.


Also +1 to NGD. Im liking the crafting so far. Gives old players something to do. I see myself farming all day in the future lol.
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Last edited by Pery3000; 09-08-2016 at 07:14 PM.
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Old 09-09-2016, 04:29 PM   #10
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Ummm... Without testing anything about crafting.
Just had the time to try to test it out, my main and first question is, why is Lulia located at gok? We have WM quests at mont and now we have to ride to gok from central save if we wanna craft something?

Hope it's not the case
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