by ThomasB 2 hours ago in forum Crafting & Economy in Is It Too Early To Start Asking About Crafting Math? Questions On Alloys
Random Noob says:
It's early, so forgive me if I'm not interpreting this correctly (after reading it like 6 times
Are we saying that there won't be the concept of material quality? If that's the case, I hope the backers still have a chance to convince you to put it back on the table... including material types!
----- Thomas B Responds ------
It's not off the table yet, it is just difficult to play through a scenario in your head where someone harvesting in the Campaigns has 10 different stacks of different copper with a few in each, and 8 different kinds of Tin, same thing with plants and hides. While harvesting Disciplines do grant more space it is not that much more. So we need to figure out a way to make it work under the umbrella in which a limited inventory size is a cornerstone.
I'll just braindump out some considerations and we can talk about them.
Assume limited inventory with multiple qualities and types:
Player has many small stacks for each quality in their inventory.
This necessitates destroying low quality materials while harvesting to maintain space for better materials. (bad!)
Might necessitate a pack animal to have more harvesting space. (good!)
This means more risk due to potential loss of animal. (good!)
Encourages friends to harvest with you to carry extra. (good!)
High social interaction, makes it undesirable to solo harvest. (good for some, bad for others)
Killing harvesting players is less rewarding as you must now sort through an inventory full of varying quality stuff. (bad!)
Death is less punishing for harvesters as not much of their stuff is taken. (bad!)
Player has "ball of copper" method with various qualities and types merged into one stack.
Do materials auto merge into this stack as I harvest or do I need to manually do it?
If auto I now need a method to tell ahead of time what quality a resource is before I harvest or I risk the current quality of my ball.
If manual I just created another inventory management task.
Do materials average their quality out when merged?
If so doesn't this mean I'm throwing away all materials below a threshold value?
Do I put these lower qualities into their own ball so now I have several balls of merged copper?
Does the server track the qualities of each piece merged into the ball for later removal?
How the heck does the server store this?
Maybe behind the scenes the ball is a container with slots.
How do I break apart the stack and get to the resource I want from this ball?
When the stack breaks do it break into an item for each quality? (back to 10 individual stacks)
Walking through thought chains like this is a great exercise and I encourage everyone to join me. Play through the process in your head and see what pops out.
Going back to the OP: some of the math is obvious from the chart.
All 2-component alloys have a 25% combination bonus to final strength, with one exception.
Pure copper recipe : (.2 + .2) * 1.25 = .5
Bronze recipe : (.2 + .6) * 1.25 = 1.0
Sterling: (.2 + .8) * 1.25 = 1.25
Plated Tin: (.4 + .6) * 1.25 = 1.25
Rose Gold: (.2+ 1.0) * 1.04 ~= 1.25
I suspect the rose gold recipe is an example of sloppy manual work in preparing the graphic, rather than an actual break in the pattern. If that's the actual result, perhaps 2-component alloys have a hard cap at 1.25 strength.
I went back and looked at the spreadsheet and Rose Gold is supposed to be 1.5 str and 5.0 life per Hit. Looks like a error in the graphic.