I really want to see a feature where i can bring any item to a blacksmith and he creates a blueprint for that item for a price.
(I have many characters just to store blue/purple items)…
-It was very annoying when i wanted to try a new build and i just found that i had good blue item for that build but i sold it a few days ago…
Basically if you found any item you can “sacrifice” it for a blueprint and the blacksmith can make it for you later.
If i understand correctly transmute will work only for set items, but what should i do with all the other blue/purple ones?
-i don’t want to sell them because they are too good…
-i don’t want to store them because it’s a pain to manage…
(item assistant could help, but it is a mod/external app, i want to shape
the original design of the game.)
The amount of different learned blueprints can reflect the players dedication,knowledge and intellectual wealth in the game.
-The basic principal is: 1.spiritual/intellectual knowledge
2.raw materials
3.will for work
I think these are the principals of a healthy economy.Currency is only needed to exchange between these three.
You should allow the player to convert material wealth to intellectual wealth and the circle is complete.
Right now there is a lot of useless wealth in my inventory but it is only useless at a given point in time.(Trading could be a solution, but in a video game every player can possess all the 3 principals at the same time, so i consider trading a primitive solution to this problem.)
What should i do with all great things in my inventory?
Start another character who could use some of them or dismantle them at the inventor to get crafting materials if that’s what you like to do ingame. Or sell them or store them whether on mules or with a stash mod like GDIA or GDStash.
I can see your idea, but if it was implemented you might end up having so many blueprints stored at the blacksmith’s you’d find it just as hard to find the item you want to make as you do now with mules.
I can see OP’s idea and i kind of agree to it, sort of.
If it were possible, we could sacrifice items that can be crafted into it’s blueprint, in the event that we find said item before finding it’s blueprint. This, however, should only work for items that can be crafted, and not for all items.
A practical example: if you happened to find a magical stonaplate greaves item, you could turn it into it’s blueprint @ the smith. Sometimes, it’s a pain to find this particular blueprint, so we could get it this way.
This would not add to smith’s clutter because he wouldn’t have more items then he can have now, if we already have all the blueprints.
Also, one should not need to check with the smith if we have the blueprint for an item or not: one should be able to see this when checking the item in inventory. Kind of like we can see when using Grimtools Item Database, where it shows the blueprint’s name: it would show in the item’s color if we had the blueprint and in red if not. We could then go to the smith to sacrifice the item for the blueprint if needed.
I say smith because he’s the one that crafts items but this could be done from the inventor if needed: it could cost the item to be sacrificed + whatever else devs should deem appropriate for the blueprint in question because i figure we shouldn’t pay the same for magical and legendary blueprints.
Yes the crafting ui must be changed for this. maybe a search option…
However i think not many player pay for create a blueprint for any white or yellow item.
Managing the massive list of the crafting ui is still better than handling the mules.The point is, that massive list is created by the player and represents the players investment in the game.
-Dismantling gives me raw materials but i still need the blueprint to create anything useful.
I can understand your worries. Arpg games are all about the items and the excitement when finally a good and useful one drops for the player.
Please don’t forget the disapointment when you hovering over your freshly dropped purple and …aaaand its very good but not for this character…
This is the problem i want to solve.
The before mentioned ideas provide the player more control for the"next build".
I think the transmute feature is implemented to solve part of this frustration.
+1 yes please, I’ve been wanting this for a while. It also greatly reduces inventory space needed. If you can reverse engineer everything you once found for your alts, there is no need to keep your stash so full of stuff.
Not necessarily: you could very easily sacrifice a bad rolled legendary but a good rolled one should be kept, IMO.
Also, this should only work for craftable items like most legendary helms, for example, meaning most of the items that actually take more place in inventory / stash (chest and pants) aren’t craftable and will still occupy quite allot of space in inventory / stash because of it.
It’s a bit late now but perhaps Crate should have gone the other way around and make most legendary chest / pant pieces craftable instead of helms. Still, better some then none, IMO.
That said, it seems you didn’t actually noticed but the cost to use the blueprint for many of the legendary items is quite exorbitant sometimes. It’s a good idea, i think, but the cost adds up, both in components and in iron bits.