![]() If only 1-2 carfters will have, let's name it as an exmaple, "legendary Sword of Masacre" which will be one of the best looking and killing weapon, the price could be 1k% or more. Normally, prices will depend on the crafting cost, time, rarity and of course, strenght of the item. Only above-average and hard to craft items will be veery expensive. In time, many items will probably end up to sell for 105% - 160% of the crafting cost. ![]() The imbuing of the item with a limited set of magical properties will be another step in what will be overall a time-consuming process for the crafter. Players will create items through a combination of experimentation and learned patterns based on the use and creation of various alloys, ingredients and parts and then shaping them into the item that the crafter wishes to make. As CU will have slitghty complciated process of crafting: In EU we had such players, who were doing this and planing this for many many hours/day and it kept them busy. The only problem were old repairable items and repairable versions of limited items, but those were rare as hell and expensive.Ĭrafter characters will spend their time on crafting. This keeps the market flowing and worked well and mined materials vere nicely consumed. It is like in Entropia Universe, we had "limited" items - items that were decaying in time and couldn't be repaired at all. There will be no repair option to keep the market flowing. Items which are better than basic items, will decay in time with possibility to salvage them. This track will also allow players to create non-magical arrows, sharpen their blades, and create some parts of structures and roads as well as to partake in a number of other crafting-related activities.Ģ others are for Crafters and will give 2 different ways - more on that in the link and future info While there is some cost involved in repairing of items, it will be quite small and we expect that most players will simply repair their own items as they level up their crafting skills. As our goal here is to not use item decay as a true money sink (through the continued and costly repairing of items), but rather use it to ensure ongoing demand for new items, non-crafters will be able to repair low-level items and most crafters will not have to level through the repairing of items. Of the three tracks, the journeyman track is the least time-consuming and centers around the repairing and creation of a limited number of mundane items.
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