(10-01-2021, 06:15 PM)StarMann Wrote: I proposed this idea a couple months ago but I liked the idea of having a travelling Bazaar that pops up every few weeks that people can go to and spend coin on low to mid tier dev items and then have an auction for the higher tier stuff. It was sort of the purpose of the travelling merchant EC I had for a while. Just a way of getting dev items out there. I do plan on making a new Chester character at some point too to help alleviate some of dev item drought.
Kinda reminds me of the traveling shop in Stardew, where if you show up at a certain time on a certain day you can purchase items.
Wouldn't be too hard to do either, either mechanically or via a DM, but I feel like if a DM does it they might get burned out.
Anyway, here's a more detailed suggestion for the dev-mat creation hidden that I had in mind.
Synthesis (Artificer/Alchemist) - 5rpp
Requires: T1 Alchemist or T1 Artificer
Flavor: As a master in your craft you've taken one step forward towards creating objects. Taken a step above ordinary crafts and materials, you are capable of forging/brewing special items that can be used in a broader sense. No longer are you tied down by the standard- now, imagination is the only thing holding you back. The user of this skill is capable of creating rare items for application purposes through various means. By sacrificing items that correspond to their original occupation (metal/ore/gold for artificers, reagents/potions/gold for alchemists, both for double crafters), they are capable of synthesizing unique items that have never been seen before.
Suggested Process:
This one is a bit tricky because there are a few ways that it can be achieved effectively, I think, but each have their own problems.
Ticket System (1):
An in-game ticket system that allows for Synthesizers to submit a series of materials, a report, provide an icon of the item, and a series of logs for admins to review once they are available. Think of it like a-helps but only accessible to those who have paid to invest in Synthesis. Each admin can vote yes/no after reading it, and once all admins have cast their vote, the player receives a notification (like a letter) informing them of if the synthesis failed or succeeded, along with any additional notes that the admins might have. This removes the journal system as a middle man and gives instant feedback from admins authorized to do so, keeping things in-game. At the same time, it could run into the problem that tickets have, wherein some tickets remain unanswered for a while...
Journal System (2):
By making use of the journal system and the item app format, it could be possible to submit a few RPs, offer up a few materials, and be rewarded (with much less criteria) with a dev item or two. While this would make bulk dev items a bit easier, it'd run into the problem that the journal system has, wherein they take a bit of time to get answered. This, combined with the fact that creating dev items would be step 1 in a 2-step process for whatever (usually crafting uniques), making the class effectively moot and pointless.
Automatic System (3):
A system by which no admin interference is really needed. A certain amount of gold and materials can be used in a Synthesis crafting window to achieve a certain quality of dev item. The icon, description, and everything else are up to the synthesizer, which gives for freedom, and erases the middle man of admin interference. The biggest problem, in this case, is likely ensuring that players follow lore limits, and it's more likely that you'll be able to achieve whatever you want if it's kept up to the whims of the synthesizer. Still, with a few well-placed rules, this could probably go well??? Hopefully?
Other Abilities:
So if we go with my original idea to nerf uniques by having them 'artifact' (a.k.a. lose all their stats and require something to fix that after a certain amount of years), I think synthesizers should also have the mechanical ability to undo this. Think of it like the medic skill, but it's cast on an item. Still costs 1000 energy per use, and the amount of times the skill has to be used will probably be more than just 2... if you think of it like the medic skill, you could treat this like a reverse injury, where the amount of time left is instead with 'how badly corroded the item is,' which increases the more it's left alone.
anyway thats it this idea was made on a whim so if it sucks its not my fault
unless it doesnt suck in which case i worked hard on it

