Author Topic: Skill Lvls determine what lvl object we can use  (Read 1689 times)

Externals

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« Reply #15 on: March 31, 2005, 02:06:54 am »
Its just a mistake. They are reversed.
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Monketh

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« Reply #16 on: March 31, 2005, 02:38:53 am »
This idea is annoying in the other thousand computer games which have it, too.
If you can lift it, you can wield it.  You may not be able to hit anything, but you can wield it.

Guilds should be a allowed to give uber-weapons to newbies that join.  Their property, and if they can\'t wield it well than it\'ll be as useless as a dull stick.
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DivineLight

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« Reply #17 on: March 31, 2005, 03:46:24 am »
Good point monketh, if we can hold it in our inventory, then why we can\'t wield it. So we could wield blades of great quality, but with little skill we\'ll take less advantage of their shiny feautres.
As we increase in our sword fighting skills, we get to know how to inflict more damage from them.

I think if we are on lvl 5 of sword fighting, and we wield a lvl 10 sword, we would be inflicting 50% of the swords damage.
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Externals

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« Reply #18 on: March 31, 2005, 03:50:08 am »
Well said. That should be the way its done.
Of course you should fight fire with fire, you should fight everything with fire.   :P  Xantherus Icer  :P

Monketh

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« Reply #19 on: March 31, 2005, 04:54:03 am »
I might add that expensive weapons should receive more wear & tear from inexperienced users than weapons of their skill.  They\'re more subject to abuse because they aren\'t as crude.
The key to manipulative bargaining is to ask for something twice as big as what you want, then smile and nod when you are talked down to your original wish. You are still young, my apprentice, and have much to learn in the ways of the force. -UtM

Vandel

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« Reply #20 on: April 02, 2005, 07:54:12 am »
Quote
Originally posted by Monketh
I might add that expensive weapons should receive more wear & tear from inexperienced users than weapons of their skill.  They\'re more subject to abuse because they aren\'t as crude.


Quality of items, on the different durabilities of the materials they are manufactured could make items wear proof, or degrade quickly.

You want to get technical, you run through the rain with long sword, and fail to oil it, the darn things rusts.

A titanium bladed sword, forged in the bowels of mount doom, and befowled with indestructablility, leads to a sword that even a newbie could weild poorly and not damage.

Beating on certain monsters, for instance with tougher natural armour could deteriorate certain metals faster than others.

but you could also have different forging levels in sub-classes of each metal, increasing it\'s base durability.  This sounds way too much like Diablo, but as far and item handling, generation, and effects handling and such, it\'s actually a pretty impressive engince.  Despite the uber-!337 weapons you can attain, most of them were extremely expensive, required quests, as limited in functionality as they were, and usually several times through the game.  It was hack a slash, but what other reason do have for better weapons.

Such as something say +1 vs. Gobbles, or +4 vs. Rats.

Random generation of items, or super ancient items, such as sets, or item groups I thought was a good feature.  It lacked RPG (I know) but as far as item creation and development few games had it\'s diversity.

I kinda posted this in another thread, but it kinda spills into this thread also...

Quests are a huge problem with creation, and otherwise.

For natural economies and the benefits of skill building for a purpose.  Multiple players should be required to create a good weapon.

This requires a specialized blacksmith, in weaponsmithing and someone to supply his ore, coal, and depending on his smithing tools,  and the quality of the metal ore he\'s going to make the weapon out of should be thought to determine the basic product.

Upgrading a basic weapon.

You need to take the weapon to a Jeweler, who assesses the \'quality\' of the item, and weather he deems it worth socketing.  What\'s the point of putting a blessed +2 ruby crysal of \'heat\' (just an example, does an extra +2 damage, non-regenerative, or something) and it\'s passed off to a magic user who bestows spells upon it.  Depending on the skill of the blacksmith, the jeweler, and the magic user, it\'ll determine the final product.

Who can use the product should be determined by the formulas of those it took to create it.  Tables, tables, tables...

Alright... so we have a multi-folded carbon steel blade, forged and polised creating a good balance and better damage capabilities, into the shape of two-handed bastard sword.  It\'s encrusted with multiple jewels, and a magic user has bestoyed a +2 basic enchanment, and a basic \'light\' spell.

For this sort of item, the basic wielding requirements should be for the sword itself.  In all magic systems, and most RPG\'s, magic weapons were assumed to contain some of the essence of the magic user, or the source of the magic that becomes a part of the weapon.  Most systems of magic required weapons forged in this nature to cost skills permanently to create.  So a magic user may instill 2 points of his intelligence into the weapon.  That can\'t be gotten back, unless through something like a wish spell.  This was a good modification of introduced in AD&D.  And in a natural unfolding enconomy would fit perfectly.

Depending on the complexity of it, and the ones that create them are going to be losing stats, and fast depending on how many they create.  This keeps magic users, to magic items in check with the game.  And limits the need for merchants to randomly generate weapons.  As the world and the people in it are more in control of the environment.

I would suspect a system like this would solve a number of other problems as well.  And it\'ll find it balancing out powerful items on it\'s own, as users are going to want a hefty price for their services.

Which leaves, the requirements what it takes to weild a basic item.

Guilds can give away items, but this way, items have just become valuable beyond cost in price, but cost in physical traits to create.

So give them to newbies.  I don\'t think this way, you\'ll find to many people giving away items.

And guilds as great a purpose, now might also serve another.  As a relationship between the blacksmiths,
jewelers, and magic users.  Dunno... it\'s kinda of off topic, but isn\'t... peace.

** Bump **
« Last Edit: April 04, 2005, 03:04:40 pm by Vandel »


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Lyrah

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« Reply #21 on: April 06, 2005, 06:53:19 am »
Once there is more in game than just leather armor and the shields the blacksmith sells I VERY much agree.

Once there are different quality levels of items...I feel that NOT putting a limitation on what ranks can use it is not immersive, it breaks the game=reality illusion BIG time.

Brand new players should NOT be able to use a SUPER quality robe...period. Something about the special spells that impower the higher AC of the robe would HARM someone NOT trained high enough (there is your RP reasoning behind my opinion).

On heavier armor...well that is a no brainer. You either would not know how to put ON the armor properly OR it would be too heavy or cumbersome to fight in it unless properly trained for it.

Monketh

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« Reply #22 on: April 06, 2005, 10:43:49 pm »
Wait, how do limits that prevent me from picking up an object as I should be able to and swinging it around like an idiot and not hit anything, promote realism?  A strength limit easily solves the problem of a wimp wielding a claymore, and inability to use well easily solves the problem of new users of the weapon wasting more experienced users because they have more money.  Voila.

I can wear any robe I choose.  If I know it\'s uber-powerful and it kills me because of some ancient curse that only magicians can wear it, it\'s my fault.
That should be a good enough preventative measure.

I\'ll agree with you on not knowing how to put-on/carry items being a limiter.  However, I can\'t cut a slice of bread with a longsword but I can hold it in my hands.
« Last Edit: April 06, 2005, 10:48:02 pm by Monketh »
The key to manipulative bargaining is to ask for something twice as big as what you want, then smile and nod when you are talked down to your original wish. You are still young, my apprentice, and have much to learn in the ways of the force. -UtM

Xordan

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« Reply #23 on: April 06, 2005, 11:33:41 pm »
I want no skill restrictions for items in the future, but having higher stats makes the item better. So a newbie can have the same weapon as a person who\'s been playing for years, but the newbie won\'t be able to use it anywhere near as well.

DivineLight

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« Reply #24 on: April 07, 2005, 10:12:10 am »
Yeah i think restrictions is a bad idea.
It will disheart some people when they get some really good weapon.
Every one will die in pain except those who were less pain for the others, while they were.....

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