Show crafting resource requirements and end result item stats on the crafting window

finegamingconnoisseur

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May 29, 2020
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I think this is one of those long overdue quality of life improvements that, for some unknown reason, is still not implemented.

When we go to the crafting table, we should be able to see how many of each material we need to craft an item, and what the item stats will be when we select the pieces and materials we want.

It boggles me that in order for us to find out this information, we have to hold down the Craft button (assuming we don't put enough of the material) to be told we need x amount of y material.

We also don't have the end result item stats until we successfully craft it. This means we have to waste precious materials in order to compare what different materials produce what stats.

If the end result item stat is a variable in each crafting attempt, then just show the base rough estimate of what that stat will be, perhaps a number range.

It just makes zero sense in 2025 that we still have to waste materials to see the stats, and go through some convoluted steps to find out how much material is needed to craft an item.

Please SV, make this information readily available as per the suggestion above. Nobody should have to endure this level of convoluted tedium just to do crafting, of all things.
 

Embuscade

Member
Feb 11, 2021
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For me, having not played since March 2023, I find it difficult to visualize exactly what you are referring to. Illustrations would be helpful.

The game requires scientific reasoning, and knowledge is deliberately synthesized. That said, there are guilds and websites for that, and it encourages you to spend more time on it. It's deliberate memorization, and in a way, it trains you for other things and allows you to identify statistical flaws and profit ratios more effectively, doesn't it?

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Pour moi qui ne joue pus depuis voilà mars 2023, je crois j'ai du mal à me donner un visuel de quoi tu parles exactement, des illustrations ça serait bien.

Le jeu te demande un raisonnement scientifique, la connaissance est distiller volontairement, cela dit il ya des guildes ou des siteweb pour, et cela te fait durée plus longtemps au-dessus c'est de la rétention volontaire, et d'une certaine manière ça te forme à d'autres choses, et ça te permet d'identifier plus significativement les failles statistiques et les rapports de gains non ?
 
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Dalam

Member
Dec 5, 2022
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Basically instead of using MortalData and sorts we should see it in game. Where the little material boxes are. Just add a new box with the result item and it's stats.

1754044002414.png

Also maybe regarding your other thread, the save formula button could be next to the result or something. Same with apply formula.
 

Curandas

New member
Aug 15, 2023
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Please don't do this... it would spoil the unique crafting experience in this game. Just because mortaldata exists, it doesn't mean it should be like that in the game. The crafting in the game is about experimenting and finding your unique combinations. if you do this for weapons then what? Add recipes for Cooking and Alchemy? As very dedicated weaponsmith, I feel this would make crafting easier to master and the difficulty to master professions in this game is what makes this crafting system unique!
 
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finegamingconnoisseur

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May 29, 2020
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Please don't do this... it would spoil the unique crafting experience in this game. Just because mortaldata exists, it doesn't mean it should be like that in the game. The crafting in the game is about experimenting and finding your unique combinations. if you do this for weapons then what? Add recipes for Cooking and Alchemy? As very dedicated weaponsmith, I feel this would make crafting easier to master and the difficulty to master professions in this game is what makes this crafting system unique!
The thing is, back in 2010 when SV built MO1's crafting around the concept of hoarding recipes as a secret, it didn't take long for coders who also happened to be fans of the game to build and put out calculators using discovered formulas for whatever experiment the player wanted to carry out. As was the concept on chat being more local to foster a closer sense of community in each region.

But it is 2025 now, and even SV recognised that that goal is untenable due to third-party software like Discord, and so they gave us Nave chat. The same is true of hoarding crafting recipes. Alchemy already has a calculator on a fan-made map of Myrland: https://www.mortalonlinemap.info/emulator/alchemy.php

Holding back on giving us the crafting information we want in the UI now only serves to make the game look and feel needlessly convoluted.
 
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