Blacksmith's Hammer (pre tournament)

Hymn

New member
Blacksmith's Hammer (pre tournament)

This thread is to discuss the idea of a 100% crafted item tournament. I will need help putting it all together, but i think it will be fun and exciting to see what we can come up with.


Idea #1: You select one of the 4 crafted item schools (caster, hit power, blood, safety) and you can only craft and wear items based on your school of blacksmithing.

Idea #2: You can use any of the crafted item schools, but your points are based on how many crafted items you are wearing compared to regular items. Points are awarded at boss kills/waypoint activation, and each crafted item is worth 1 point.

Idea #3: You get points per crafted item you make, and double or triple if you use them during at least 1 boss kill. You continue to craft the items, racking up points. The goal would be a set number, probably around 500~2000.


Anyone wanna help me set this up? I think it will be... fun!


Couple of obvious problems: Runes are set, and to advance passed act 1 you will need a set amount of gear. I propose we allow people to get a cube in act 1, and a set amount of items to use, based on what we choose to do.
 
Yeah i still post. I havent decided on everything for my crafting tourny idea. I was waiting for the MFO and maybe a couple others to come to an end since at the time it was crowded with them.
 
Yeah i still post. I havent decided on everything for my crafting tourny idea. I was waiting for the MFO and maybe a couple others to come to an end since at the time it was crowded with them.

Well, spout some ideas, maybe we can join up and run this together.


As a backstory, I was thinking the player could be a apprentice of charsi, where the first goal of the tournament is to retrieve the Horadric Malus, proving your worth as a warrior before proving yourself as a blacksmith. You must have the heart of a warrior to be a master blacksmith :). When you retrieve the horadric malus, Charsi then gives you your journeymen gear (in actuality, we can make this a multiplayer event) based on the school of smithing. For instance...

Caster Journeyman Gear
Horadric Cube
3 Tir Runes
3 Tal Runes
3 Nef Runes
9 Perfect Amethysts

Once you complete normal, you cannot go back to it, and you advance to a Master Blacksmith.



 
I ran into another problem, even with the gear being given to them.


Crafting grants random mods, regardless of your characters level. The only thing your chars level affects is gaurenteed extra mods. Well...

At level 1, I just rolled a handaxe with a required level of 49, lol had a 250% ed mod (cruel) on it. Wtf are we supposed to do with that?
 
Run the Tourney in Stages so younger characters can trade to older ones?
 
I ran into another problem, even with the gear being given to them.


Crafting grants random mods, regardless of your characters level. The only thing your chars level affects is gaurenteed extra mods. Well...

At level 1, I just rolled a handaxe with a required level of 49, lol had a 250% ed mod (cruel) on it. Wtf are we supposed to do with that?

What was the ilvl of the hand axe? That doesn't sound right if it were a handaxe with an ilvl a character just starting out would have found. The mods are half based on your clvl.

I think the consensus ended up being create levels of quality that are graded. So you can equip white then grey then blue then orange, and an item can only be swapped out with the level above. (ie once you have a white equiped you can only remove it for a grey or blue item not a different white item, and once you have a blue equiped you must make a craft to replace it). Any craft can be replaced by any other craft. Once you can make a crafted item, you must but the type is up to the player, until all slots are equiped with crafts. This system is flexible enough to keep the early going from being too slow, yet rigid enough to get you crafting early on.



 
What was the ilvl of the hand axe? That doesn't sound right if it were a handaxe with an ilvl a character just starting out would have found. The mods are half based on your clvl.

I think the consensus ended up being create levels of quality that are graded. So you can equip white then grey then blue then orange, and an item can only be swapped out with the level above. (ie once you have a white equiped you can only remove it for a grey or blue item not a different white item, and once you have a blue equiped you must make a craft to replace it). Any craft can be replaced by any other craft. Once you can make a crafted item, you must but the type is up to the player, until all slots are equiped with crafts. This system is flexible enough to keep the early going from being too slow, yet rigid enough to get you crafting early on.

That may have been the problem. I'll try again, using items I found instead of generated.


No matter how you slice it, you are going to be running countess over and over until you get the right runes to craft. I'm sure people don't have a problem with this though.



 
Not sure what to say to that..

I used to use SP to test characters out before I wasted time creating them online. For instance, who wants to spend the time testing out a Bow Assassin online, if the idea is completely futile. I do preliminary testing (aka: character editing) to make sure things are going to work. Obviously when I tested the crafting feature, I screwed up and set the ilvl of the items too high (i think the preset for the generator is 90, which makes sense) and got outrageous results. I understand that you guys play legit, but I have no normal SP characters to test anything with, so I make due with what I have.

Think of me as you will, it doesn't matter to me either way, I don't use the editor to enhance my online play, and I apply the same ideals to whatever game I play. If it effects other people in ANY way (good or bad) I won't do it.



 
What an awesome idea for a tourney! Here's some my random thoughts and opinions:

** Players should start with the Horadric cube, but shouldn't start with crafting materials

** "Blue Crafted" items could be allowed.


To jog people's memory, here are the blue recipes:

4 Health Potions (of any type) + Ruby (any type) + Magical Sword = A Magic Sword of the Leech

3 Magic Rings = 1 Random Magic Amulet [and vice-versa]

3 Perfect Gems + 1 Magic Item = Random Magic Item of the Same Type [1]

6 Perfect Gems (1 of each type) + 1 Amulet (Magic) = Prismatic Amulet

1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion = 1 Jade Ring [plus the three other resistance variants]

1 Magic Shield + 1 Spiked Club + 2 Skulls (any quality) = Magic Shield of Spikes

Diamond (any quality) + 1 Staff + 1 Kris + 1 Belt (any type) = Savage Polearm Class Weapon

3 Standard Gems + 1 Socketed Weapon = 1 Socketed Magic Weapon, ilvl = 30 [2]

3 Chipped Gems + 1 Magic Weapon = Socketed Magic Weapon, ilvl = 25

3 Flawless Gems + 1 Magic Weapon = Socketed Magic Weapon [3]


These items could be allowed at any time. I think that it is in the spirit of the tournament to allow them since they are passed through the cube, and since crafted items will be better anyway.

About the things I numbered above:

1) I think that the 3 P gem recipe should not be used on anything other than charms. If it's a crafting tournament, people running around with Cruel weapons is uncool, however, this could be the way to "craft" charms. (and "found" charms wouldn't be allowed, so hah!:tongue: )

2) This shouldn't be allowed, because these gems need to be saved up for crafting.

3) This shouldn't be allowed either. I listed these here for completeness. Basically, I think people should be allowed to use chipped and flawed gems however they wish, but must cube regular and flawlesses up to perfect for crafting. In this way, people will have the flexibilty that they need for early on, but they'll stop finding those low quality gems as time goes on, so they will have to craft later on. (And besides, those low quality gem recipes would become obselete pretty fast)

If you wanted to, you could only allow items that are made with these recipes. I mean, people can make a leech sword and get a shield of spikes - what else do you need to complete act 1? Or they could reroll a bow and stick chipped / flawed gems in it. Once they find three rings, they get their first amulet, and once they find six amulets, they will have both slots filled. (or they could make resist rings).
 
People are going to have to spend such a long time to get P Gems in act 1 if you do it this way. The highest rune that drops off countess is ral IIRC, so that is your best bet for low level crafting.


I think you should be allowed to use gear until you get the horadric cube. Past that, you shouldn't be allowed to pass that quest level until you have at least 1 crafted item equipped. After that, you are only allowed to use crafted items for each slot.
 
People are going to have to spend such a long time to get P Gems in act 1 if you do it this way. The highest rune that drops off countess is ral IIRC, so that is your best bet for low level crafting.


I think you should be allowed to use gear until you get the horadric cube. Past that, you shouldn't be allowed to pass that quest level until you have at least 1 crafted item equipped. After that, you are only allowed to use crafted items for each slot.

If you do it which way? Was this a response to my post? I'm confused :shocked:

EDIT. Some more ideas:

You could allow in-tournament trading of crafting materials.

If you want to make it one-pass only but allow a few Countess reruns, you could let people run her once for each act.



 
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