Danievictria wrote: »I totally agree about the tailoring patterns. There are so few items per level that you can make...And for the love of all that is holy, we need more tailoring patterns that fit giants!! I know plus-sized clothes aren't a big thing in East Asian countries, but when you have a Big-and-Tall race in a game, you need a good selection of Big-and-Tall outfits to make for them!!
I mean, come on, if you have to make 10 or more outfits to advance the skill, then we should have a greater variety of clothes to make along the way...preferably from patterns we can buy with gold in the game. Also, inventory bags should be r3-r1 craftables and wooden blades should be craftable through handicraft or carpentry. Just saying.
THICCthighssavelives wrote: »I think the handicraft skill should be for utility and mostly usable without a handicraft kit. This will really emphasize the "hand" in handicraft. Possible no-kit recipes: a stone axe to cut wood and for use as a bladed tool, fishing rod from naturally foraged material (any wood/pole/branch and thin thread), a single thin thread handmade from some wool (takes 10 seconds to make 1 because we're making it by hand and not with a wheel), cooking utensil recipes already exist (should they require a bladed tool to whittle?), a campfire kit made from wood + branches + tree sap, torches for lighting dark dungeons, waterskins for holding water made from leather (should it require a sewing kit?), a kite just for fun, a crude signpost with custom text for trolling, a crude tent to protect us from the elements, a small cup of paint made from herbs (smaller than the existing paint buckets) used for marking your path or your body or just for fun.
I think a handicraft kit should count as a bladed tool, a hammer, and a sewing kit. This means you can save space by carrying a handicraft kit instead of those other things. If you already have these things, then you don't need to carry a handicraft kit.