Would it be possible to allow us to put more items in our cache? For instance, certain gems/cooking items like coral or potatos or carrots can't be put in there.
Items that spawn (like flint or potatoes) can't be cached, it was something I'd initially asked about when the big cacheing upgrade went in. It's also an issue when things have the same root, I think (such as the gem gem gem gem gem gem gem gems).
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AngweI'm the dog that ate yr birthday cakeBedford, VA
EMBERITE *sob* I know I just have to dig it up, but I have older designs that I was unaware of the intricacies of crafting, in that I could have just added -1- emberite to the design, but I was a poor fool and added as many as I designed in the description. (It's hard to find 3 emberite at one time sometimes!!)
I would love to have an option where we could clear the comments from the design once its been approved. Or have it auto clear the comments after approval.
No one cares or wants to see the comments after the design was approved, and more so if you share the design with others or a group, they see the comments as well.
“Unless someone like you cares a whole awful lot, Nothing is going to get better. It's not.” ― Dr. Seuss, The Lorax
Veritas says, "Sorry for breaking your system Macavity."
Veritas says, "My boss fights crash Macavity's computer now."
I totally thought I went in and updated craftingreferences just recently with the last batch of rolled out items. I'll tack that to my to-do list. As for your suggestions, do be prepared to see some of them Soon(tm)!
Forging o If possible, could pauldrons get fixed? As it is, you can design them, but not actually make them, and it's been like that for months now.
Cooking o For cooks, a recipe for making waffles, or making it an alternative to the pancakes recipe.
o Be able to make bagels in cooking, maybe as an alternative to the rolls recipe.
Cooking Ingredients o Beets o Currants o Tapioca o Cassava root o Taro root o Soybeans o Jellyfish - they used to exist before, but now they're not found anywhere o Stingray - the only option for rays are the ones in Nal'jin, which are difficult for anyone below endgame to get.
Jewelcrafting o Lantern o Pocketwatch o Compass
Woodcrafting o Birdhouse/birdfeeder o Paintbrush
Furniture o Chandelier o Plaque
Tailoring o Sleeves
Floristry o More flowers! o Skyheather o Pansy o Lotus o Bird of Paradise flower o Trillium
Just reposting this since I noticed a few crafting updates lately.
Another thing I've remembered is that there's a weird thing with skycrystal where if you buy it in Aerie, it drops out of your inventory on logout. I don't know if that's supposed to happen or not.
So a discussion was brought up among a number of fellow crafters about a particularly frustrating restriction with designs that came with the new attire system - which is wear locations.
If I wanted to make, say, a chain that could be worn as a belt at the waist and I only had the Jewelcrafting tradeskill, then I'd be limited to what I could, since chain is set so it is worn on the wrist. There are a number of other items like this, but the main point is, it is restrictive when it doesn't have to be. The way the attire system is set up, I can just set my attire to show where I'm wearing said item. The wear locations are for the most part, unnecessary, except in the fewer cases of non-roleplay items that have significant purpose beyond making your character look fancy.
It'd be great if either:
- Wear locations on all roleplay-based items were removed (or even, all items)
- We could add our own wear location to the design
Its a particular frustration with things like neckwear as well. I mean yeah, we don't want to look like a bunch of iced out 1990's rappers, but thats what ATTIRE CONCEAL is for.
I have a Caves amulet
Ylem amulets
Medallion from Chapel Gardens
Another necklace that is non decay from somewhere.
I can't wear these all, and at least three of them have significant functionality.
I put in a report to expand wear locations or just remove them, and it was rejected. For some reason, wear locations are desired, but yeah, it's really frustrating. As an Indorani, I can never wear the stag helm, for example, because bonehelm takes my head slot.
Also, if someone could please explain to me why it is a hard rule that the item 'name' has to be in the appearance..
Continued from above, since the item @nola mentioned was mine. I get that I made it out of a charm. But that is because I had to. There are literally no items worn on the waist to be made with jewelcraft (If there are, please point it out to me, because I entirely missed it in the 1024545436 times I read over the list).
So basically, the one item I have to work with that isn't taking up another slot now has to literally appear as a 'charm'.. Which, I mean, let's be real. Charm is dumb.
What is worse is that I actually argued with someone for close to an hour over whether or not it really needed to be a belt. Which would have required me to learn an entirely different skill as well as just coughing up the credits and lessons. Rashar does not want to tailor, and he shouldn't need to be in order to put together a collection of silver chain and precious stones. Which is the same thing that necklaces, bracelets, anklets, piercings, rings, etc are made of.
It's a weird mentality, and I have heard nothing but frustration over it. Why not fix it?
My proposal:
What Nola said. If you're going to let people 'attire' something however they want, why not stop skirting the mechanics and just change the mechanics. Or, even easier, the rule that follows them.
A common sense clause. Like, if it looks like a glove, is built like a glove, and shaped like a glove.. let them call it a glove in the appearance. Even if it is made of a 'gauntlet' template. (An example off the top of my head, I'm sure there is a glove template too.)
Name has to be in the appearance so people know what the item is to interact with it. It's pretty feasible to get new nouns added for the appearance options though (check out HELP CRAFTINGREFERENCES), so I'd post here with suggestions or ask Becue. Fairly certain "chain" already is a jewelcrafting choice? If not, it should be.
The problem was, they could not use chain as worn on waist because its a specific wrist worn item, which was silly. I think originally, and they had to use charm because it was the only one that could be worn on waist if I am correct
Re: Rashar The reason item type needs to be in the appearance is so that people will be able to intuitively interact with it. Let's say someone logs into Aetolia for the first time ever and after a bit someone gives him all these amazing items. He tries to probe the belt but it doesn't work. He tries to wear it but it doesn't work. Then he sees the glove and the same thing happens again.
Now, all the other muds out there actually lets you buy or wear or drop the belt if that is what it is. To be honest, I don't think Aetolia needs to be any different.
What I would like to see would be a way to freeform our designs completely. That is, letting us make our very own item type. This is how designs currently look:
If we could do something like 'design 340 type carpet' to change the noun to carpet, that would be kind of neat. This way, people could really make anything they ever wanted. Wouldn't that be great?
EDIT: To clarify: The word 'type' you specify will also be the noun seen when it is in your inventory ('carpet1234' in this example).
That sounds like an awesome idea. Crafter queue could just reject stuff that's too zany and outside the current time/theme appropriate rules we have already. It'd be a pretty nifty way to make stuff especially for unique RP items.
@alexina How would that be any different from the tag being in the appearance?
For example, I think my first appearance was something like, 'a shimmering crescent, wreathed in diamonds'
If I tag shimmering, crescent, and diamond.. along with the normal charm, trinket, whatever.. chances are, they're going to figure out how to pick it up.
Comments
All my agrees. Plz fix.
Please let me cache them.
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
This so much!
Another thing I've remembered is that there's a weird thing with skycrystal where if you buy it in Aerie, it drops out of your inventory on logout. I don't know if that's supposed to happen or not.
The reason item type needs to be in the appearance is so that people will be able to intuitively interact with it. Let's say someone logs into Aetolia for the first time ever and after a bit someone gives him all these amazing items. He tries to probe the belt but it doesn't work. He tries to wear it but it doesn't work. Then he sees the glove and the same thing happens again.
Now, all the other muds out there actually lets you buy or wear or drop the belt if that is what it is. To be honest, I don't think Aetolia needs to be any different.
What I would like to see would be a way to freeform our designs completely. That is, letting us make our very own item type. This is how designs currently look:
Design #340 Months Left: 120
Item type: Tapestry Components: 6 cloth 2 rope
Additional Ingredients: NONE
Allowed: NONE
If we could do something like 'design 340 type carpet' to change the noun to carpet, that would be kind of neat. This way, people could really make anything they ever wanted. Wouldn't that be great?
EDIT:
To clarify: The word 'type' you specify will also be the noun seen when it is in your inventory ('carpet1234' in this example).