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1.   Dev Diary - Phillip Chan   [ Edited ] 09-18-2009 12:01 PM
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Posted by The Herald
Today, Phillip Chan, otherwise known around the Mythic studio and on the official forums as "Pchan", WAR's Crafting Designer, gives us a sneak peek at what's in store for Butchering and how it will play an integral part in new potions that you'll definitely be interested in. Read on for all the juicy details!

You can read the Full Article @ The Herald

 

Please remember to keep all comments and discussions civil and on topic, thank you!

 

 

 

Message Edited by Jess on 09-18-2009 12:39 PM
 
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2.   Re: Dev Diary - Phillip Chan 09-18-2009 02:27 PM
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Is there any chance of more detail - even if it has a big "subject to change" disclaimer on it - about the possible new dyes? Are we looking at modifiers to existing colours? Brand new colours?

 

Personally I'd love to see something along the lines of basic colour pigments, and a variety of fixers to lighten/darken the shade. Maybe I'm going way off on a tangent, but the mention of new dyes makes me very hopeful that changes are coming to make that aspect of apothecary far more useful, viable, and rewarding.


 

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3.   Re: Dev Diary - Phillip Chan 09-18-2009 02:50 PM
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I say wOOt!! to defensive pots.  Big fan of 'em, can't wait to see the specifics of the new pots.  
 
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4.   Re: Dev Diary - Phillip Chan 09-18-2009 03:14 PM
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I wouldn't mind seeing some revamps of the existing dye colors as well. Red Gore Dye should certainly not appear to be Pink.

 


 

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5.   Re: Dev Diary - Phillip Chan 09-18-2009 03:20 PM
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Thank you Phillip for the informative and entertaining article and for your hard work.  I'm looking forward to these changes. 

 

I really hope there's an initiative liniment.  That would rock!

 

Have mixable dies been considered?  Other games have done it (such as Guild Wars.)  It may be a nice feature to add sometime down the road.  Special moments in mixing could yield new, or rare colors that conform with the Games Workshop palette.

 
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6.   Re: Dev Diary - Phillip Chan 09-18-2009 03:38 PM
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OOOH initiative linament would make me drool. Tired of these crazy crits. Also expanding dyes would be a great interest so that people may actually ask for apothacarians to produce goods that they would be willing to purchase.
 
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7.   Re: Dev Diary - Phillip Chan 09-18-2009 03:56 PM
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http://www.wardb.com/item.aspx?id=87398

 

^^b


 


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8.   Re: Dev Diary - Phillip Chan   [ Edited ] 09-18-2009 03:57 PM
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Here are the new hybrids that will hit the 1.3.2 PTS:

 

Liniment of the Inexorable Aegis (CR/ER/SR)

Liniment of Quickened Blades (Weapon Skill/ARPenResist)

Liniment of Boundless Sight (Initiative/Wounds)

Liniment of Peerless Defense (Toughness/Crit-Def)

Liniment of Immutable Defiance (HP Regen/Damage Resist)

Liniment of Swift Tergiversation (Weapon Skill/Crit-Def)

Liniment of Aesculapian Cardioacceleration (Heart HP/Lung HP)

 

...Okay, I made that last one up.

 

Of course, everything is subject to change.

 

I can't promise anything on the dye mixing, however, and I was even afraid to be candid with the additions this round. Suffice to say that I have no plans to stop fighting for more dyes. That caveat stated, the following dyes are planned additions to Butchering for 1.3.2:

Bestial Brown

Tanned Flesh

Shadow Grey

Scaly Green

Scab Red

Bone Brown

 

I'll try to stay apprised this thread, since I'm excited to see players discuss crafting changes.

Message Edited by PChan on 09-18-2009 05:10 PM

 

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9.   Re: Dev Diary - Phillip Chan 09-18-2009 04:28 PM
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PChan wrote:

Here are the new hybrids that will hit the 1.3.2 PTS:

 

Liniment of the Inexorable Aegis (CR/ER/SR)

Liniment of Quickened Blades (Weapon Skill/ARPenResist)

Liniment of Boundless Sight (Initiative/Wounds)

Liniment of Peerless Defense (Toughness/Crit-Def)

Liniment of Immutable Defiance (HP Regen/Damage Resist)

Liniment of Swift Tergiversation (Weapon Skill/Crit-Def)

Liniment of Aesculapian Cardioacceleration (Heart HP/Lung HP)

 

...Okay, I made that last one up.

 

Of course, everything is subject to change.

 

I can't promise anything on the dye mixing, however, and I was even afraid to be candid with the additions this round. Suffice to say that I have no plans to stop fighting for more dyes. That caveat stated, the following dyes are planned additions to Butchering for 1.3.2:

Bestial Brown

Tanned Flesh

Shadow Grey

Scaly Green

Scab Red

Bone Brown

 

I'll try to stay apprised this thread, since I'm excited to see players discuss crafting changes.


The new liniments look awesome,although I'm curious as to what exactly Damage Resist is.

 

Dyes on the other hand...those are just vendor dyes. Unless you drastically increase the price of those, I don't really see the apoth dyes catching on. I was hoping for some of the quest dyes to make it in, like Dark Peach or Indigo Blue.


 


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10.   Re: Dev Diary - Phillip Chan 09-18-2009 04:44 PM
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One of my biggest complaints with Butchering has always been I go find the highest level mob to farm 200 ingrediants, I then proceed to get mostly 150's, some 175's and then the odd 200.

 

Is this changing, can I now go hunt for level 200 ingredients and actually get more of them then the lower versions?

 

Cul

 
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11.   Re: Dev Diary - Phillip Chan   [ Edited ] 09-18-2009 05:09 PM
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Patriot wrote:

 

Dyes on the other hand...those are just vendor dyes. Unless you drastically increase the price of those, I don't really see the apoth dyes catching on. I was hoping for some of the quest dyes to make it in, like Dark Peach or Indigo Blue.


As I've stated before, I'll continue trying to get what I can for dyes- I'm sorry that the selection this round was unsatisfactory to you.

 


Culland wrote:

One of my biggest complaints with Butchering has always been I go find the highest level mob to farm 200 ingrediants, I then proceed to get mostly 150's, some 175's and then the odd 200.

 

Is this changing, can I now go hunt for level 200 ingredients and actually get more of them then the lower versions?

 

Cul


When we renovated the backend, one of the things we changed was the way loot was distributed. From 1.3.2 onward, drops have been split evenly into overlapping steps of 25 skill level. IE, 1-25, 25-50,50-75, etc.

 

So to answer your question directly- you will get more 200 ingredients, continue to get 175s, and no longer see any 150s.

Message Edited by PChan on 09-18-2009 05:10 PM

 

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12.   Re: Dev Diary - Phillip Chan 09-18-2009 05:24 PM
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PChan wrote:

So to answer your question directly- you will get more 200 ingredients, continue to get 175s, and no longer see any 150s.


 

Okie thanks for the info. It has always been my opinion to match the ease of cultivation as far as providing mats, you should have ditched the stabalizer drops, and made it so you could convert your main ingrediants into stabalizers via right click like you can with the seed conversion. Sounds like you just added more double drops?

 

Cul

 
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13.   Re: Dev Diary - Phillip Chan 09-18-2009 06:04 PM
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Culland wrote:

One of my biggest complaints with Butchering has always been I go find the highest level mob to farm 200 ingrediants, I then proceed to get mostly 150's, some 175's and then the odd 200.

 

Is this changing, can I now go hunt for level 200 ingredients and actually get more of them then the lower versions?

 

Cul


When we renovated the backend, one of the things we changed was the way loot was distributed. From 1.3.2 onward, drops have been split evenly into overlapping steps of 25 skill level. IE, 1-25, 25-50,50-75, etc.

 

So to answer your question directly- you will get more 200 ingredients, continue to get 175s, and no longer see any 150s.

Message Edited by PChan on 09-18-2009 05:10 PM

This here is awesome! Much appreciated! 

 


 

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14.   Re: Dev Diary - Phillip Chan 09-19-2009 12:06 AM
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I'm really trying to figure out a good reason why those dyes will be availabe through Butchering.  This is easily something I can overlook, but it seems a practically useless addition considering the ease to which the masses have access to these dyes already. So where is the incentive to make them?  
 
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15.   Re: Dev Diary - Phillip Chan 09-19-2009 01:07 AM
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Well, as long as it's cheaper to make those dyes than it is to buy them (some merchants dyes are 20-50 silver, right? How much is a dye container and fixer?) then there's some incentive, if those are colours people are using. You can sell the 20s ones for 15s, for example, and the 50s ones for 30-40s. Stack them in batches of 5-10 on the auction house, and it might about become worth it. That way people can dye a whole armour set, or dye some and keep the rest for their next armour change. Haven't we all ended up looking pretty comical at some point when we got a new piece of armour that was a completely different colour from what we usually use?

 

 

Would I like to see more, better dyes available from crafting? Yes, and apparently so would PChan. So let's thank him for trying, and hope he's able to get us something more at some point down the line.

 

Keep up the good work, Mr Chan, and I look forward to hearing more of your successful crusade for dyes in the future. :smileywink:


 

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16.   Re: Dev Diary - Phillip Chan 09-19-2009 01:56 AM
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Dyes are one of those things we will definately be expanding / improving in the future. However first we need to fix a number of bugs with existing art assets that cause dye colors to be represented inaccurately (Red's showing up as pink on some armors for example).

 

Once we can more reliably ensure that the dye color will apply properly to most armors, then we will go back and revisit and expand on our current Dye selection.

 

Every patch we fix a few textures, and we're getting close to having enough of them tweaked and patched into the game that we'll be able to investigate more dye soon.

 

-Adam


 

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17.   Re: Dev Diary - Phillip Chan 09-19-2009 10:35 AM
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Would this fixes to textures inlcude allowing Magi to fully dye their robes in the future? I like blue, but not being able to dye the non-plate looking parts of my robe sucks.
 
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18.   Re: Dev Diary - Phillip Chan 09-19-2009 11:21 AM
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too little too late.
 
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19.   Re: Dev Diary - Phillip Chan 09-19-2009 12:17 PM
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Gottri wrote:
too little too late.

Good discussion point here.


 

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20.   Re: Dev Diary - Phillip Chan 09-19-2009 01:02 PM
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I'm unfortunately starting to agree with Gottri. Don't get us wrong, PChan, a lot of us are happy that the more annoying character customization options are being dealt with, and that there's a new line of potions on the assembly line, but frankly (and this is out of your control, I would assume) we're not all that interested in having an interesting looking character if it plays like garbage.

 

PChan, please tell your higher ups that cosmetic changes should NOT be on the priority list as far as fixes coming to the game. We understand that you're not part of that department, and that you put a lot of effort into these very welcome changes, but we're beginning to lose hope in Mythic that it's interested in making the game balanced and fun to play. 

 

And remember, PChan, no paying customers, no reason to make new dyes...


 

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21.   Re: Dev Diary - Phillip Chan 09-19-2009 02:03 PM
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I'm not authorized to deal with thread hijack, so I'm going to simply encourage those that wish to engage in discussion about crafting to continue posting here, and politely request that those that have nothing to say on the matter post on the appropriate medium, such as Nate's C&C Dev Diary thread or in the Class forums.
 

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22.   Re: Dev Diary - Phillip Chan 09-19-2009 02:31 PM
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It's rather unfortunate that THAT is considered 'hijacking', so I'll get on topic.

 

Will the widely-wanted colors of Skull White and Chaos Black be craftable?


 

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23.   Re: Dev Diary - Phillip Chan 09-19-2009 02:33 PM
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What people continually fail to realize is that not everyone is even able to work on problems in the game. There's plenty of different areas of development always at work. Telling them to stop because something unrelated to what they do is broken just doesn't make any sense. Think about it like this, they're putting out good stuff. Not bad stuff. Can't you just be happy for that?

 

PChan doesn't have anything to do with C&C, City Sieges, or the more important parts of the game that people have concerns with. Whether or not he's doing his job doesn't effect it. Why make him quit?


 

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24.   Re: Dev Diary - Phillip Chan 09-19-2009 02:49 PM
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solidzaku wrote:
 

Will the widely-wanted colors of Skull White and Chaos Black be craftable?


 

Not in this patch. But that doesn't exclude them from being selected in future patches. As Adam pointed out above, we understand that players desire customization options, and one of the primary methods of delivering that currently is through a robust dye selection- unfortunately, the ones that are most desired are often saved for more difficulty attained methods such as world drops or instance drops. It's often a challenge, especially in areas of mixed ownership, to get whatever we want, whenever we want- the consequences of such actions affect more than our particular area of responsibility.


 

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25.   Re: Dev Diary - Phillip Chan 09-19-2009 02:51 PM
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Sqwittle wrote:

PChan doesn't have anything to do with C&C, City Sieges, or the more important parts of the game that people have concerns with.


 

Though admittedly, C&C and RvR seem 10x more exciting than crafting at times. :smileyvery-happy:


 

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