The Tradesman's Inn

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 Post subject: Re: Some complaints about Darkfall Economics
PostPosted: 07 Mar 2009, 19:40 
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Joined: 07 Mar 2009, 00:01
Posts: 8
Crafter Cliff wrote:
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real craftsman should be known for producing better quality and quantity goods then the other. It's like the diffrence between a gourmet chef and a teenager making a Whopper. Right now, there's just now way to distinguish oneself from any other craftsmen except by shouting louder and more frequently on local chat then anyone else. This has to change.



Just FYI: once you get your skills up to 75, there are some accompanying skills you can get now that will alter some of the properties of your item. One being durability (you'll start producing more durable gear - HOW much durability you get is yet to be seen by me, but atleast the skill is there which indicates they have the intent on allowing crafters to expand on what they do).

There is another property thats altered as well and i cant think of what it is...*thinks*


So far that is the only one I've seen apart from the specific masteries which allow you to make some top armor. Thing is anyone can get these with time and money. Vanguard had a crafting process to more of what mgardner is talking about. You actually had to go through a process to make items with complications and whatnot. It was how you dealt with those complications and what components you put into them that set you apart from other crafters. I also do agree that resources need to be diversified and harvested from specific areas. Also if they ever do something like this then they need to make it so that stats show up on links so players can actually see the difference.


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 Post subject: Re: Some complaints about Darkfall Economics
PostPosted: 09 Mar 2009, 07:03 
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Joined: 31 Jan 2009, 15:43
Posts: 19
Hmmm, I wonder if it would work if the mob drops were mostly broken (torn leather armor, bent long sword etc) so that you'd still need a crafter to fix them...


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