PlaneShift
Gameplay => Wish list => Topic started by: sashok on February 22, 2004, 03:00:57 am
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I want to spend time and explain to you my views on how swords should be made in PS. Maybe you will find my ideas extreme, but let\'s at least find a compromise.
First, let\'s take a good old knife in real world. What makes one knife better than another one? It\'s durability and it\'s strenght. All knives could be grinded to a sharp edge, but some knives last sharpened longer and are stronger against materials. That\'s obvious. Well, what is the process and what materials needed to make such a knife?
1. metal
2. forging equiptment
3. making time and technique
I will not worry about the design or shape of the knife, just the process of making it.
Ok, enough with knives, let\'s go onto swords and right into the PS world.
1. Metals:
I won\'t even go into metals, since I don\'t know what metals PS will have, but note, the better the metal, the stronger the sword, that\'s obvious. Some metals are heavier than others, the best one would be the lightest but at the same time the strongest and most durable. Metal could be mined or sold and processed, and that\'s another detail that I will not go into
2. Forging equipment:
This could be tricky since you don\'t want to overwhelm the players, but at the same time give some challenge. So the basic equipment needed would be.
-Forge(obviously), needed to heat the metal.
-anvil, needed to beat the metal with a hammer lol
-grinder, needed to grind the metal and give it shape
-special hammer, for beating metal(could also be lethal against someone\'s head :D
The better the equipment, the better the sword. This equipment cost money, it wears out, but the better it is, the longer it takes to wear out.
3. Making of the sword:
Making swords in real life takes time. There are certain techniques that only single people in the world new and some believe that since ancient times in Japan those tecniques secrets died with the smiths. But this cannot be that extreme in PS haha. To simplify this I propose that to make one sword(even with same metal) better than another, time and repetitive process is needed.
-melting
-banging: compression, change shape while in melted stage
-cooling
that\'s the 3 stages that could be repeated to make a better sword
I propose that all 3 things take 2 of real time. Where melting would take 60 minutes, banging/compression would take 20 minutes, and cooling would take 40 minutes.
these 3 steps could be repeated in order to make the strongest sword. The more times you repeat, the more damage a sword makes, the less it weights, it actually gives you faster attack since it\'s lighter.
Although there has to be a catch, since everyone could make uber swords like that. Depending on your level of smithing you have a chance to destroy the metal by accident, so beginners would only limit themselves to one process because there\'s a great risk of loosing the metal(lol well something has to be done). Plus there\'s a limit to how many times a process could be repeated.
The next to last step is grinding(giving shape), that also gives a change of destroying the metal, but not actually killing it, only you would have to start from beginning of 3 forging processes.
And last by not least, sharpening the knife. Well, nothing can go wrong here I guess. Now, you just need a handle and you all set.
Ok, let me hear some input. Does that seem to extreme or not even close?
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It\'s an idea. However, I feel that it would be more interesting to spend more of your time hunting down the metals and searching for your supplies than waiting 2 hours to make a sword. That is just...boring. You can\'t argue that it would be exciting to sit and watch your screen for 2 hours while your sword is made. Metals should be rare and hard to come by, so that you spend more of your time trying to get them. That would also make the smithing class have something to do other than smithing.
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thats unless theres a distinction between mining and smithing
eg a player may be a highly skilled smith but a very poor miner.. and may not want o mine, rather buy ore/ingots from a miner
here is an idea i posted elsewhere tied in with this 1(it was similar to start with)
stages to making a sword:
1. mine ore (done by miner) - skill of miner dictates type of ore available and yield
2. refine ore into ingits (done by miner or smith, whichever ppl think is more appropriate) - at this stage different ores could be mixed together to form alloys. Each ore would have an optimum refining temperature plus its own properties (weight, strength, skill required to refine) - if the temperature is not good for the ore or the smiths skill is too low it will effect the quality - the properties of the alloy would be an average, lowered by any impurities
3. ingot is smithed into a sword blade (done by smith) - the properties of the ingot will dictate optimum smithing temperature, temperatures that are not optimum will produce a weaker blade - there is a chance to ruin the blade, in which case it can be smelted to return 50% of the quantity (different blade types will require different quantities of metal and different skill levels to smith)
4. ingot is smithed into a hilt (done by smith) - this is the same as for the balde, with a selection of hilts offering different levels of defense against parry, weight, grip etc
5. blade and hilt are combined (done by smith) - the skill of the smither and the skill required to work the metals of the pieces and the skill requirement dictated by the pieces themselves (intrictae/hard to make pieces will require more skill) would determine the strength of the join (weak joins means the sword splits into its sepperate pieces.. it can be re-combined, unless a piece is broken completely.. this would happen if the piece was made weak through steps 3 or 4 or the base metal was weak)
6. blade is sharpened (done by smith) - the blade needs to be sharpened but there is a chance of ruining it (dependent on metal/piece skill requirement and skill of smith) - during use the blade will gradually become more blunt and will need to be constantly resharpened throughout its use (at some point it will be un-sharpenable and therefore useless.. apart from smelting it down)... the rate at which the blade becomes blunt would depend on the strength of the base metal, the strength of the blade piece and the swordsmanship skill of the user)
ok.. im done.. and to be honest ive already forgotten what i wrote cos im drunk... :P
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Good job Deddarus, your explanation is how it should be. It would also be cool if the process was close to RL so that people would actually learn something :D
Dalec, I see your point, and I respect it. I see where you coming from. My way could get boring, but as Deddarus explained could make the process more challeging and fun. I do agree with you that smith should be hunting for metals, learn something other than smithing, for example work with wood, leather, etc.
But I stress that making a sword will be a timing process for a smith with a chance of failure completely. This would minimize the numbers of smiths and the amount of uber swords around. I believe that everything in games has to be balanced. There shouldn\'t be too few swords or too many around. Especially good swords.
anyway, more ideas welcome about the sword making
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too realistic guys, especially the times. Weapons should be made by just throwing materials in a forge. Having to actually combine everything step by step over an hour would take away the whole point of having a game where both occasional players and hardcore players can both enjoy the game. I dont know about you but i would much prefer watching a sword slice through enemy after enemy instead of watching it heat up. Also i dont think the devs will have weapons with the same name but different stats. maybe later but not in the next release. Simple Algorithms can be used to determine the final stats of the weapon by taking the stats from the materials but remember each item has to have a name and you can just call weapons \"mace\" and \"big mace\" for only so long. after a while the names will already be used. And lets face it, those names are not very attractive. They need to have more character to them. They could be like \"soaring mace of the eagle\" or \"allmighty mallet of laanz\" or even a name without the weapon name in it. Having the weapon name in it gets boring and uncreative. You can do this for the low level stuff where there wont be many items anyway because all the items are planned to be for higher lvl characters (the ones that play more and are loyal to Planeshift) but you will actually get bored of these names and will want item names a bit more in tune with the RPG spirit. A name like \"Red Menace\" or \"Cold Death\" does not have the name of the weapon in it and so it makes it more like a unique weapon which will make players fell better about their weapons and ultimately make the game better to play.
i like blabbing on =P
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id like to see it done like puzzle pirates where you order a sword and that shop has to have the supplies. then you get something like \'will be ready in 6 hours\'. if no one is working at the shop it will take the whole 6 hours but if some one working at the shop they have to do a mini game. their skill in the mini game effects how much less the customer has to wait to get their item. so then more people will go to the most active store so they get their item faster.
I propose that all 3 things take 2 of real time. Where melting would take 60 minutes, banging/compression would take 20 minutes, and cooling would take 40 minutes.
only 4 hours? even 8 hours is pretty short. there should be 3 mini games in this case. working for 5 minutes is equal to 1 hour of labour. how good you are at the mini game determines wether you provide expert, skilled or novice labour.
EDIT: forgot that every member in the store automatically provides 1 hour of labour for every hour they are online
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nonono lol still thinking realistic with the times. but Syzerian has a good. If it really will take this long it would be good to be able to make an order then go off and adventure then return the next day to find a nice shiny sword waiting for you.
but remember you would have to be ordering from the npcs. Employing members would be unreliable because members would simply refuse to work in a small blacksmith all day. People will not see this as having fun. Having fun in a game is very important.
Good idea because waiting for hours at a forge would be boring and you wouldnt be able to go off because then someone might take it out of the forge. The server could hide it from other users but having too many objects being hidden might lag the server.
ok im gonna take everquest for an example lol. When blacksmithing you could easily go on to reach lvl 250 blacksmithing in a day if there wernt any constraints. but there was an obvious constraint in the game that made it hard to get basic materials. This was availability. Just because you know where to get it dosnt mean you can. If you ran out of money you could no longer buy basic supplies. if the materials had to be gathered off a creatures body or off the ground or in a far away land from an npc you would have to go there and this would take time.
Once you acctually had the materials in everquest you could just go up to a forge and put the materials in and click make. there was a chance to suceed and fail at this forging which was governed by your skill at blacksmithing. if you succeed immeadietly after you had a nice sword waiting on your cursor.
So the only time consuming thing here was gathering. And gathering is much better than just waiting at a forge for an hour because you get to go places which is good because
a: you get to see the sites and get a general idea of the area in which you play in
b: you get to meet people and make friends along the way
c: you may even find a rare item off a creature which you decided to kill along your way for some experience
So basically what im getting at is you should really think about what you would like to do. If you do not want to have to sit at the computer for an hour, waiting for a sword to be shaped then maybe you should write some stories about what you saw when you were out gathering materials and also where you went and who you met. planeshift really needs an ideas boost for settings. maybe you should actually make a sword at a workshop to see how cool it is but also how long it takes and how hard it is.
That is the real world. This is planeshift. To find out how hard it is to make a sword in planeshift try makeing one in a 3d modelling application
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well what you guys don\'t realize that there\'s a profession in PS being a smith. Obviously if you choose it, you gotta enjoy it... right??? I myself signed up to be a smith and I\'m trying to see what other smiths think.
Ikarsik, you propose that anyone can be a smith at any given time...ok
Syzerian, you don\'t even want a smith as a profession?
Guys, you gotta realize that there will be other professions as well, PS doesn\'t revolve around smithing.
So this post goes out to people who chose to make weapons. There has to be elements of a challege, fun, competition in this field, that\'s all.
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i never said the smithers have to smith all day. 5mins for 1 hour of labour so 6 hours would be 30mins of work minus time for having other members helping.
and isnt ps going to be completly player run?
having a system like puzzle pirates has is a good way of having a healthy economic loop. fighters protect the miners who sell the ore to the smithers who sell the weapons to the fighters.
having an active shop will mean that everyone will want to come to your shop so their items are made faster, improving business giving you more money to buy more supplies off miners so your list of orders can be longer and blah blah blah so on and so on etc etc. :P
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i think the idea is good, but then there should also be NPC smithers or so, cause now the smithers have to do a lot, what would give them a lot of power, and you will keep bouncing up to the same wall with every smithing idea-->> can i trust this smith?? <<--
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Actually cooling doesn?t take long at all because they stick the sword in the cold water it steams then it relatively cool.
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i skipped thru a lot of that
i dont believe that smithing (or most other crafts) should take a long time to do.... as has been stated no-one wants to sit idle in front of their PC for 2 hours watching their character repeatedly bang a bit of metal
the suggested system i posted above wouldnt require long idle times (dont think i made this clear)
basically... each stage would last as long as the animation for it (so sharpenening the blade would be a max 1min long anim of your character operating a grinding wheel)....
where the more realistic craft time comes in in this system is that it is broken down into a number of stages, each stage can fail and if it does there is a chance that the object or a piece of the object will be utterly destroyed but there is also a chance to salvage it..
thus an average skilled smith trying to work with the all-new super dooper alloy recently invented by the miner... lets call it \'Deddium\'... will probobly do this
1. get Deddium ingot from smith
2. set forge temperature
3. attempt to smith blade
4. discover forge is at poor temperature, blade is ruined
5. smelt blade back to ingot
6. set forge temperature
7. smith blade but tis a little weak due to low skill
8. attempt to smith hilt
9. mess up hilt cos it is too intricate
10. smelt hilt down to ingots
11. add some ingots due to waste in smelting
12. smith crappier hilt
13. combine blade and hilt
14. sharpen sword blade
15. break blade
16. smelt down blade
17. smith crappier blade cos intricate 1 was to weak due to low skill
18. attatch new blade to hilt
19. sharpen sword blade
20. sell sword
21. re-sharpen sword after swordsman has used it for a while
22. re-sharpen sword after swordsman has used it for a further while.... and break the blade
23. smelt the blade down
24. smith a new blade
25. atatch the new blade to the hilt
26. give sword back to swordsman
27. get given sword back in 2 pieces due to weak join
28. reattatch hilt to blade
etc
etc
thus a good sword will take a while to make whilst not causing the player to go take his dog for a walk while its happening
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i think this method is better, not to long time, yet broken etc so it stays realistic. And every1 could make it, yet smithers would have an advantage due to their high skill.
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I think that last system is pretty good, but I think it should take 30 mins - 1 hour in rl to smith a sword depending on quality and what-not. I\'m basing this on the fact that, like someone already said, smithing is a job, if you chose to be a smith, you must enjoy it. This brings a little more realism to a game, because, unlike other games, say runes***e you wouldn\'t be able to have top levels in everything. In rl there weren\'t any super smithys, who were ultimate warriors and cooks and animal trainers and healers and etc. This would make you more dependent on others, you wouldn\'t really be able to do everything by yourself like you can in other games, and that would be more interesting, deciding what you want to be able to do and what you feel you can let others do.
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i would be thinking more like max. time is like X minutes, and that there would be a smithing formula behind it, so that people with high smithing would get a time bones of B minutes per lvl.
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with the system i suggested higher levels would get a time bonus effectively as they wont mess up as often... but this would also be dependent on the difficulty of the item being made and also on the difficulty of the metal they work with
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in the system i suggested higher level smiths would effectively work faster as they would mess up less (dependent on metal they work with and the difficulty of the item being made)
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I say one of the best possible veiw on smithing.
It would be very realistic and make makinging a sword worth it.
I reckon it would add a good ecconimy into the game.
the need for swords and there price would almost definatly make up for the time.
Unlike rewnscape where its just bulk clicking and levels that gets you money. and high level players killing off competition for lower level players. rewnscape sucks, and i dont want to see planeshift turn into a poorly built game like that.
But, what are players going to do for all that time ?
Leveling to increase speed would be a worthy cause.
smart idea aye sashok20.
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thats why the power really should be shifted from the sword, to attributes and skills. Attributes like strength, and your sword and weapon skill should determine your fighting abilities, much more than the sword. i love swrds but the factor of an uber sword is just too much of a problem.
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Good job - Deddarus!
I\'m with you. I would not mind slaving over an open forge for an hour as long as I was kept busy with the small steps and could make some difference in the weapon that I made.
Also time is money - along with the stuff needed to make the weapon, the time speant making a weapon should hold the price high.
Can someone set up a survey?
\"If you want to play a smith, would you rather spend a majority your playing time:\"
A - Traveling the world gathering exotic metals.
B ? Practicing the art of smithing by making a variety of items in a smith shop.
C ? Quickly making a decent sword and then going out to kill monsters or beasts.
D - Split up amongst all of the above.
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C!!!!!!!!
everyone knows that the stronger an ore is, the more powerfull beaties will be guarding it. so you will need the strength first before you can go fetch exotic ores.
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I think if it took a hour to make a sword then the only people that would be smiths are the one that can play for 8 or 12 hours a day. and even they would get board of it fast.
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Nah it doesn\'t get boring, well it depends on your level of patience :) Once your level becomes high enough to do the good weapons, armor whatever you can start selling it getting cash and use that cash to advance in a secondary skill or to develop more into smithing. I doubt it will get boring but probally will get addiciting!
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An hour in real life is way too long, Im thinking 15 min max...
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Originally posted by Icefalcon
An hour in real life is way too long, Im thinking 15 min max...
I agree. Do you know how long an hour is? That\'s listening to a complete cd (usually)!
Deddarus, I am on your side. :)
As I said in an earlier post, repetitive gameplay should be avoided at all costs. With Deddarus idea, you could repair a player\'s sword which requires a certain technique. 5 minutes later a player comes to you saying: Could you please forge this armour for me, here is the ore... forging armour is different than repairing a weapon.
Or you get another assignment from a rather wealthy player: I want the most durable sword you can make. Because I don\'t have the materials, I give you more money when it\'s done. And some in advance. How you get the ore/ignots is up to you.
You could give that player a warranty that his sword won\'t break for let\'s say 4 weaks, provided he doesn\'t chop stone with it.
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i would choose a and er c
exploring exotic lands for exotic materials is fun. so is burning stuff. and killing stuff is fun to.
starting from scratch in everquest takes time to. ok ill start from the mine. takes you like 5-10 mins to get materials. walk back to forge takes 2 mins. you admire the beutiful scenery while you are running back. you smelt the raw materials into refined materials. This takes 1-2 mins depending on how many materials you wanna smelt. You then build the seperate parts of the sword using a pattern for each taking 1 mins depending on how many parts. you then stick it all together to make a sword. so like it should take 15 - 20 mins starting from the mines or like 5 mins starting at forg with raw materials and 2 mins starting at forge with refined materials.
so like ya ok time especially if you buy all the seperate parts of the sword and stick it all together in like 10 seconds lol.
most of the time at the forge is spent dragging your mouse across the screen dragging and dropping items into the forge. So you would need to be fast with the mouse to do ths part quickly.
I wanna make armour which hopefully wont take long. or maybe ill be a cartographer and map the stone labrynths...
Ya but anyway one character can only have one job so like to smith weapons etc you can only smith weapons so i guess you do need to
I made a post in um... the no skill limitations thread on the last page or page three. it was in the wish list forum. It was talking about ranks and skill points for skills. i didnt add what skill points did for making things or i only added that it lowered the chance of a failure. maybe the idea of skill points making you work faster could be added too to make it more complete
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Originally posted by Icefalcon
An hour in real life is way too long, Im thinking 15 min max...
15 mins is even a long time mmm start 15 mins for the lower levels and as they raise their level, gradually lower the ammount of minutes it takes.
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Yes, good idea. I think the time spent making a weapon should be in collecting the recources (metals, wood shaft for an axe etc.) not in the actual process of making it. So a smith who wants to make a sword in a short amount of time can buy his materials from a miner.
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Ya more time spent collecting lol. Remember collecting can be dangerous to and very exciting. But either way you can still chat to your friends online if you ever got bored so we need to add anything to this thread or is it finished?
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All you guys want time collecting n stuff, but I totally disagree with all of uz. I don\'t think that collecting or mining should be a smiths concern. There\'s gotta be some kind of system where a miner will mine, a smith will forge, etc. not everyone can do anything. sorry, I just can\'t agree with you.
on the other hand I see what you mean about redundant work and how it can become boring and unneeded. well I still think that forging should take more than day in RL, but to make it challenging somehow that a player would have to work without repeating steps.
p.s. when I said previously the process should take an hour or more in real life I didn\'t mean player would have to stand next to sword, he could go outside, have a picnic or something. I just added time for the reality factor. for example, a sword would take time to heat up and cool down, etc.
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But If you leave the sword in the furnace or whatever to heat it, and you go out to go get somethin to eat, couldnt someone come into your forge and steal your sword?
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the devs could just make this hidden to anyone else.
a smithy cant mine i guess lol because a smithy is a job and you cannot have 2 jobs. i guess seperate chars.
maybe the smithy leave it it locked in furnace till smithy comes back.
smithy goes and burns stuff
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Originally posted by Icefalcon
But If you leave the sword in the furnace or whatever to heat it, and you go out to go get somethin to eat, couldnt someone come into your forge and steal your sword?
well I\'d very much like private property for smiths and any player for that matter. little apartment owned by player could serve well for any craft you are doing and would be no worry for anyone to come in, lock your door.
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ya thats what i said but i dont understand anything of what i said lol so i dont expect you to. Like in World of Warcraft (WOW) you could have it like the quest items.
lets say your quest is to kill a monster and get an item off it. ok?
now you go kill that monster after a long and tiring battle but you get attacked by another monster and go off to fight that.
now lets say ikarsik (me) comes up and loots your corpse while you are off fighting. he looks at the items on the corpse and sees only a dagger and a necklace and a few coins.
now when you come back you know he has looted your corpse. But your kill was not wasted because the quest item you had to fetch is still on the monsters corpse. ikarsik couldnt see the item because it was YOUR quest item. When you killed the monster it checked if you were on the quest. If you were it placed the item on the monster and tagged it so only you could see and loot it. When you loot it the tag is removed so like maybe you can trade it or something instead of finishing the quest lol.
lol so like if you left some materials in a forge and went off to a party or just to explore and someone else went up to the forge and began using it, they wouldnt be able to detect the item let alone take it out. Even if they put their stuff in the exact same place as yours it still wouldnt show them that your items were there. So like you would tag it so only you could access and see it. When you put it in it was tagged. When you take it out the tag is removed.
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lets say youre a smith and walk out in the deep deep forest to find exotic ores.... then you are lucky and find it.... when you then get home you make a really good sword of that ore.... next day you walk out again to find more but on the way you get across a giant monster protecting the ore.... while i fight the monster with my normal battle axe*(i dont know why not try your new sword but lets just say you dont), *Ikarsik that little thief ;) takes your sword that you just have made.... now you have defeated the giant monster... and you are seriosly hurt so you dont have time to look after your sword as you just want to get back home and drink some of your best potions later you discover that the sword is not there.... if it was me i would maybe not play the game anymore because now i finnaly got lucky to make a good sword and then someone takes it
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now that if your a smith you might self want to shape your sword or axe. it would be smart to make some kind of 3D program in the game were you start with a box and then you make a sword out of that.... of course there might be something that tells you when it is a sword and when its not .... because you cannot run around with a..... something that doesnt look like a sword and just call it a sword.... that would be .... lame ! :D
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These are my 2 cents :
1. As i\'ve mentioned in my post about economy, i think smithes actually aquiring the ore is simply a terrible and childish thing.
If you can\'t find anyone to sell you metal ignots, you should just buy them from npc\'s, this will still yield a nice profit, plus if anyone read the post about mining, decent mining wouldn\'t be as simple as point and click.
2. The original post mentioned making a sword would take as long as 1-2 hours, in my opinion i agree it shouldn\'t take a few seconds like must of the games we know, however i think that the bigger and heavier a sword is the more time it should take, where it ranges from 5 minutes up to even 1-2 hours.
I have said so in one of the roles i posted about economy, if a weapon takes quick to produce, you flood the market with it, instead if you devide it to different stages and make it longer, you both compensate the skill demand and you somehow raise the profit of weapons and lower the quantities.
simply said, i think the must basic weapon, a simple knife, would take around 5-10 minutes to make, will require very few stages to make and short time for each one, most of the medium weapons in the game should take around 15-25 minutes in my opinion, whereas the very heavy ones (gigantic dragon slasher 2-handed broad sword - berserk style ^^) would be made of many different stages and will take a great deal of time to make, and will both worth a lot and be quite rare.
3. as for the stages, i think there should be something that shows the smith the \"shape\" of the sword, for example if he/she hammers it, it will give warnings that the blade is starting to dull, and the smith will know therefore that he/she needs to heat it, other than that, instead of working on a plan, he can simple take a few slabs of ore the more he takes the bigger weapon it will be, and he\'ll decide the shape (nothing fancy, but just a blade/axe-blade/spear-blade sort of thing).
again, it\'s not anything complicated, but it seems less robotic.
some stages get mixed or so :
- hammering and the occasional heating up
- sharpening/cleaning stage (which are more complex the sharper (\"better\" ) the blade is)
- finishing stage which evolve cooling down and flat polishing.
- taking care of workshop equipment - making sure the forge stays heating up throughout the first stage, making sure there\'s always a bucket with a fresh supply of water, and making sure the equipment is in a proper condition.
I always linked armor making with weapon making, and since they are seperated it means that each have to be complex or we\'re up to some dull jobs ^^
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I think to make this a good game for the occasional player and the hardcore gamer there should be molds which you would pour in the metal then it would go in the forge and come out an OK sword, or go an advanced more involved route and hand craft it by making the handle out of something and the blade out of one or more components and the process would have to take a while, but you\'d come out with an above average product.
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Originally posted by yarnman
I think to make this a good game for the occasional player and the hardcore gamer there should be molds which you would pour in the metal then it would go in the forge and come out an OK sword, or go an advanced more involved route and hand craft it by making the handle out of something and the blade out of one or more components and the process would have to take a while, but you\'d come out with an above average product.
Well from what i understood, the original post idea was to have longer forging time - and to compensate the longer times, the process is broken to different stages in order to make it more interesting.
There are enough reasons beyond such a suggestion, and even i mentioned it in an older post, in this forum, Basic rules of economy (http://www.planeshift3d.com/wbboard/thread.php?threadid=9178&boardid=11&styleid=3&sid=4f13a72e3e002adadbce568f9ddc3dc0) (the second rule, sections 1 and 3) where i showed that it helps the market stay steady, and weapon prices up.
again, the complexsity of the forging is just to add fun and atmosphere.
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i think Aeterus has a pretty good idea on how it should work but i also think u should be able to do something else while your in the waiting process for some of these things.
Also could there be a way to personolize your weapons( like crystals on the hilt or designs on the blade ect...) and maybe give it an elemental charge or special attack?
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By the way, about the metals...
If metals had different properties and advantages over other metals, it would make a bit more variation. For example(no scientific insinuations please this is just an example, hehe), crystal cuts very well, but breaks easily. However, steel is quite durable BUT doesn\'t do -as much- damage as crystal. So either type of material isn\'t nessacarily better than eachother, they both have different advantages. There can also be different weights, magical properties, forging time, rarity, and other things. Some aesthetic reasons might be cool too, just to add a bit of flavor to the game. Maybe some radiation in a cave gave some copper a glowing property or something. There can also be different colors, transparency, shininess, and other factors.
I better stop before I ramble on =D
-PenguinX
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I like the whole stages idea but perhaps we should look into a % gauge system with the ability to stop whenever (basically an unfinished unusable product) and have an animation of your character going between the forge and anvil.
you could even have it so that at a certain percent you have it useable but not really good (i.e. at 80% you are able to use it but receive a -1 for every 5%).
For time maybe have like 5 options of time with the least time giving you the highest chance of a bad product, a medium time giving you average chance of a good or bad product, and a lot of time giving you the best chances for a good product.
If you combine these with a blacksmithing skill then you can have it so that it could lower times a bit and alter the chances of making a bad item at the lower ends of the time. This way if you are making something easy to make (i.e. an iron short sword) you can choose the shortest time and still have a good chance at making a quality item.
This would let there be an easy way to see how far you are in something allow you to stop whenever (like time to go to school you don?t have to stop in the middle of it and lose what you were doing. It also allow you to give unfinished products to friends so they can help as well, but suffer some minor penalties for working on someone else?s project.
If you wanted to get into the intricacies of blacksmithing then you could do this with the different parts of the weapons (blades, handles, hilts, pole arms, spear heads, axe blades, ext.)
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Oh and on the miners thing. I think blacksmith?s should be better then other people when it comes to mining but not as good as people who class in mining itself since blacksmiths tend to know a lot more about metals and are usually the ones that smelt it down (in my mind at least).
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I would like abit of a mix of Deddarus and Sashoks systems but most out of sashoks. Smithing should take time but it should also be split up into many stages there should not be 20 minutes of animation but you should be active throught out all of the process. Even if there is not many waits a blade should take pretty long time to make but you should be active and see nice animations and other things like that throughtout whole process.
Finally i wanna say that Syzerian and Ikarsik had realy bad ideas
(note i read only first page.)
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Originally posted by Reikar
I like the whole stages idea but perhaps we should look into a % gauge system with the ability to stop whenever (basically an unfinished unusable product) and have an animation of your character going between the forge and anvil.
you could even have it so that at a certain percent you have it useable but not really good (i.e. at 80% you are able to use it but receive a -1 for every 5%).
For time maybe have like 5 options of time with the least time giving you the highest chance of a bad product, a medium time giving you average chance of a good or bad product, and a lot of time giving you the best chances for a good product.
If you combine these with a blacksmithing skill then you can have it so that it could lower times a bit and alter the chances of making a bad item at the lower ends of the time. This way if you are making something easy to make (i.e. an iron short sword) you can choose the shortest time and still have a good chance at making a quality item.
This would let there be an easy way to see how far you are in something allow you to stop whenever (like time to go to school you don�t have to stop in the middle of it and lose what you were doing. It also allow you to give unfinished products to friends so they can help as well, but suffer some minor penalties for working on someone else�s project.
If you wanted to get into the intricacies of blacksmithing then you could do this with the different parts of the weapons (blades, handles, hilts, pole arms, spear heads, axe blades, ext.)
at last! a human that knows how to use a brain...
if u realy have to stop plaing for some reason u can allways end it up @ another time...
but u know as i readed all of the posts @ this section i saw that everybody had a point of their own... :rolleyes:
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I think that this would be a great idea , simply because it would make another element that allows you to be creative and make it even more reallistic.
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3. Making of the sword:
Making swords in real life takes time. There are certain techniques that only single people in the world new and some believe that since ancient times in Japan those tecniques secrets died with the smiths. But this cannot be that extreme in PS haha. To simplify this I propose that to make one sword(even with same metal) better than another, time and repetitive process is needed.
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true mate but u say that there are certain techniques well i think that u first have to go studie to get the simplest technique and wen u can do that failure u get a lvl.
after u get a lvl u have to studie in the library again to get new techniques every time u learn new techniques
u can make better swords and axes and stuff.
U also need techniques to melt and grind so u need techniques for all the stuff u have to do in the game.
So it takes much time to get better in sword making just as in real live.
after u gained lvl u go to a guy in library and he gives u a book after u bought the book u learned a technique
and u also need better equipment every time you lvl i think bcuz if u dont everyone is going to be a pro smith in like a day.
btw the reation of the sword or other weapon doesnt need such long time maybe a bit like that but more like 10 mins bcuz else nobody makes weapons and then the hole skill is just useles but mate good thinking
keep up the good work mates
wetanf