Since this could easily become messy on its own, I felt it should be its own thread.
Currently the Crafting clan has project 105 to record ideas in.
Since they tend to just sit there, maybe visibility will be better and things more easily discussed and and listed here.
Since we do not often have an active or consistent Becue, that would be the first thing asked for (we recently had an old thread in this via Alexina).
Second to that: Maybe assistants to Becue that would be appointable, similar to Builders, to assist with channeling issues, input upon rules and consistency, adding alternatives by majority reasonability or approval, and so on.
Comments
Before people start raging: I believe that making more restrictive rules or guidelines would be a bad thing, but I actually think it is worse when there is so much ambiguity in the helpfiles that some people have designs rejected for certain reasons when very similar - if not identical - designs get pushed through. At times, it feels like crafter cliques help pushing each other's designs through the queue, and it is sort of disheartening to see designs with four (or more) rejections getting put back in the queue time after time again. It is even more disheartening to see a design rejected four (or more) times when there is no actual fault in the design itself. I propose that the crafting helpfiles get a good, long look at. Modify them to give crafters more freedom while clarifying rules and guidelines - as well as continuously update a helpfile with specific rulings - in order to make the crafting process flow smoother with less hiccups for people that follow the rules and an easily accessed helpfile with rulings to point at when someone tries to break the rules.
In particular:
To recap: Give crafters more creative freedom. Reduce overall frustration levels for crafters by updating guidelines and by gathering all the various rulings in a single helpfile. Help improve the crafting community by allocating some of the staff's resources to deal with crafting.
Thanks!
EDIT: Edited for spelling errors.
The point of mercantile skills is to have to go to other people in order to get what you want. It's the reason why we're moving away from class tradeskills in the first place. If this was implemented when Enchanting becomes a Mercantile skill, there would be nothing at all preventing you from picking it up instead of what you currently have. Having diversity in the mercantile skills seem like a posistive aspect of the system rather than a negative one,
There's three other options that would be pretty neat too: make it possible to customise weapons/armours via the customise command, add customisation 'runes' to attach to weapons or armours, or let us learn multiple mercantile skills.
You can be a brewer and tailor at the same time as those are crafting skills. Mercantile skills are different altogether (although I am not sure why). I think it -might- be that they make items that most people need for combat (curatives, armorus/weapons, and eventually venoms and enchantments), whereas crafts skills are mainly for roleplay.
I believe that was an old post from way back that said Mercantile skills would eventually benefit cities somehow, but I am not sure if/when/how that would work.
Alternatively, go to a special Ylemmyorsomething NPC and go TAKE MY MONEY, throw them the materials and the weapon and they forge it with their magical forging technologies. "Ah, yes, you want something embued with fire and stone, I need twenty red mists, a vial of lava, three ylem crystals, and the weapon you wish me to work with with a draft of what you envision. Now...about my payment."
A few suggestions would be:
From: Becue, the Crafter
To : Everyone
Subj: Major Changes
Hidey ho, lovely crafters!
I have a few rather important and potentially earth-shaking
announcements for you all, after giving many hot-button issues some
serious thought. Please regard and review, and take note.. Crafting may
never been the same again!
On the nature of Tradeskills - -
---------------------------------
An oft-repeated issue with Tradeskills revolves around the topic of the
individual tradeskills and appropriate materials. After much discussion,
it has been decided that each Tradeskill's main draw, or appeal, is to
have access to the unique variety of patterns it unlocks for the
crafter, not necessarily because they wish to work with a specific
material. We feel this is what captures the essence of being creative in
Aetolia - to give our most creative individuals the artistic freedom to
make wondrous things.
What does this mean? Woodcraft items should not be restricted to wood or
wood-related materials alone. Rather, a crafter seeks out Woodcrafting
in order to make vials, coffins, parasols, et cetera. Naturally, common
sense should still reign. You should not be putting entire brooches on
dresses, and thereby defeat the point of a Jewelcraft 'brooch' item. You
should not be making beds from impractical materials such as white
fluffy clouds. What this simply means is that you should now feel free
to make a Woodcraft vial out of bone, or a Floristry bouquet out of dead
skulls.
This also means that several duplicate patterns have been phased out (or
will be). Existing patterns should still retain their functionality. On
a going-forward basis, each Tradeskill should be valued for the unique
patterns it brings, not necessarily the sum of its parts.
On Brewing - -
---------------
Yes, we are aware that it is cumbersome. Yes, it will be completely
overhauled soon.
On the inclusion of words in designs - -
-----------------------------------------
Brace yourself - from on high does this next change come!
Text may now be included on ALL designs, where it makes sense. As
always, use your judgment (writing out a sonnet on a cupcake won't fly,
for example). This guideline has been updated in HELP DESIGN GUIDELINES,
as follows:
- All designs should be in English. There is a 50 character limit to
words embroidered/etched/carved/etc. into items. These words MUST
be in quotation marks.
What does this mean for the embroidery needle, quill, et cetera?
Naturally, these items will still retain the ability to add text to
items not crafted by their own hand, as they always have. In addition to
this, though, these artifacts will be receiving an upgrade in their
functionality that should give these items a unique appeal. Be on the
lookout for an ANNOUNCE post very soon with these changes.
On crafting guidelines, rulings, permissions, et cetera - -
------------------------------------------------------------
Over the many, many years of the Crafter's Guild and its history, there
have been rulings and guidelines thrown about, potentially to the
confusion of many who must dig back deep into the Crafts post for
reference material. This will no longer be. Every guideline, for both
designing and approving, should be located in HELP DESIGN GUIDELINES and
HELP DESIGN APPROVAL.
Yes, this may mean that previous rulings and decisions are now
overturned. Going forward, your source should stem from these two help
scrolls. As always, if you have need of clarification on a topic, feel
free to message Me to have these guidelines tweaked if necessary.
That being said, I will call to attention a few new issues:
- Extensive liberties should not be taken with designs, and they should
more or less be similar in shape of the basic design. For example, you
cannot make 'flower beds' out of 'beds'. It should just be a bed.
- The base item type should be in the appearance, dropped, and examined
descriptions. With the exception of alternate nouns as listed in HELP
CRAFTING REFERENCES, this base item type should not be altered,
hyphenated,
or disguised by any means.
On behavior, decorum, and general atmosphere - -
-------------------------------------------------
It merits saying here that there have been numerous 'hate feuds'
occurring using the crafting approval system as a medium that must come
to an end. Your role as an approver is not to mold Aetolia "as you feel
it should be" - that responsibility falls to the creators of Aetolia. As
a player approver, you are volunteering your time as a quality control
officer to ensure that the basic requirements of player-created designs
fall within our guidelines. Nitpicking over pedantic and essentially
trivial turns of phrase and wording is unpleasant to all parties
involved, and the hostile space it has created as a result has come to
the attention of the administration.
Insults, profanity, and otherwise abusive behavior conducted via the
comments of a design will be extremely frowned upon, and offenders can
and will have their design submission and approval privileges revoked.
In the event that a design stirs a conflict (the recent Syndicate flag
comes to mind) which cannot be resolved, the creator of the design
should message Me regarding the issue and NOT submit the design where it
might be "stealth-approved."
Whew! That was quite a bit of information to pass along. All of this
(and more) can be found in HELP DESIGN APPROVAL and HELP DESIGN
GUIDELINES, which will likely be tweaked and changed as helpful
suggestions are made. Hopefully, these changes will assist in some of
the recent issues surrounding the Crafting system, and make for a more
pleasurable experience by all.
Remember! We're all here to have fun and enjoy flexing our imaginations.
Any comments, suggestions, or flattering compliments can be sent to Me
by message.
- Becue