Author Topic: Item Descriptions?  (Read 1629 times)

Karii_Winterwalker

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Item Descriptions?
« on: September 02, 2005, 08:37:28 pm »
I plan to do some weaponsmithing (eventually, as skills allow), and I want some of the weapons I produce to be unique. Would it be feasible to make item descriptions customizable?

Lordbug

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« Reply #1 on: September 02, 2005, 11:40:31 pm »
From what I can see smithing will be done with ingredients and then you\'ll end up with a already made (with a formula) weapon.

I think (and hope) in the future yes you will be able to put weapons a description and kinda costumize it... But I\'m also the guy who wants PS to have researchable technology... (hail steampunk!)

Oh please wear something to protect your fur... I happen to like it... (really I mean it... at least the way I imagine you :P)
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Seytra

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« Reply #2 on: September 02, 2005, 11:40:55 pm »
It is obvious that everyone wants to have or make unique items. However, even if it\'s just the description that is unique, this can be abused, so it\'s unlikely that it will ever be possible. The only way I see is via a GM.

Lordbug

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« Reply #3 on: September 02, 2005, 11:47:10 pm »
Quote
Originally posted by Seytra
It is obvious that everyone wants to have or make unique items. However, even if it\'s just the description that is unique, this can be abused, so it\'s unlikely that it will ever be possible. The only way I see is via a GM.

The formula thingy I said will be the most easy and costumizable way I can see... You need to gather stuff and then \"combine\" them to make a weapon...
Another property of the weapon would be the smith...
Karii has 200 in weaponmaking, the \"Frosty Broadsword of Karii\" would be better than the \"Frosty Broadsword of Lordbug\" who has 4 in weaponmaking
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Seytra

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« Reply #4 on: September 02, 2005, 11:55:53 pm »
Quote
Originally posted by Lordbug
Quote
Originally posted by Seytra
It is obvious that everyone wants to have or make unique items. However, even if it\'s just the description that is unique, this can be abused, so it\'s unlikely that it will ever be possible. The only way I see is via a GM.

The formula thingy I said will be the most easy and costumizable way I can see... You need to gather stuff and then \"combine\" them to make a weapon...
Another property of the weapon would be the smith...
Karii has 200 in weaponmaking, the \"Frosty Broadsword of Karii\" would be better than the \"Frosty Broadsword of Lordbug\" who has 4 in weaponmaking

Alright, but even this doesn\'t make for \"unique\" items in my sense of \"unique\". But it\'s certainly feasible and less non-unique, if there are shades of uniqueness.

Lordbug

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« Reply #5 on: September 02, 2005, 11:59:05 pm »
Quote
Originally posted by Seytra
Quote
Originally posted by Lordbug
Quote
Originally posted by Seytra
It is obvious that everyone wants to have or make unique items. However, even if it\'s just the description that is unique, this can be abused, so it\'s unlikely that it will ever be possible. The only way I see is via a GM.

The formula thingy I said will be the most easy and costumizable way I can see... You need to gather stuff and then \"combine\" them to make a weapon...
Another property of the weapon would be the smith...
Karii has 200 in weaponmaking, the \"Frosty Broadsword of Karii\" would be better than the \"Frosty Broadsword of Lordbug\" who has 4 in weaponmaking

Alright, but even this doesn\'t make for \"unique\" items in my sense of \"unique\". But it\'s certainly feasible and less non-unique, if there are shades of uniqueness.

I never saw so many \"unique\" in a post...
And yes I understood what you meant... :P It would be great to have creation of items that aren\'t already pre-planned... thus making them unique...
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Arklari Rereler

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« Reply #6 on: September 03, 2005, 12:08:11 am »
Experimentation:

Have so many Exp. Points on a sword with which you can make minor adjustments (Make it lighter, more effective, weigh less, ect) (2 per level of the skill, .5 for the general skill and .2 for attributes that help it, note these are minor changes that could be like .1-1 difference.)The discription should be writable and the name should be unique, So I could name it, \"Firey Sword of the Phoenix\" If I wanted to. Just make there an error, \"Invalid name, don\'t swear!\" if there are numbers, swear words, or if it\'s to long. I don\'t see why you are so worried if a sword is abusable if it is unique. I just don\'t.
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Zan

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« Reply #7 on: September 03, 2005, 12:10:57 am »
Well though being to make up your own description may be an easy way to make things unique I don\'t find it very realistic. I am positive that we \'ll be seeing simple small daggers that read \"A giant diamond encrusted claymore\".

I think that a better way to be unique is to have weapons being made up out of several parts. The simplest concept being a weapon is made up out of a hilt and a blade or bludgeoning part for blunt weapons. So a weaponsmith would be able to pick several hilts and blades, then combine them. If you have 5 different hilts and 5 different blades you \'d already have 25 different possibilities. Now with each part having its own stats (hilt determining weapon speed and blade damage), depending on the blacksmith\'s skill and it\'s own base material (different color for gold, platinum, iron, ...) you get a lot of variation already.

If you \'d then put the option to insert gems of different color or a magical aura your variation quickly becomes huge.
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SuburbanPlankton

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« Reply #8 on: September 03, 2005, 12:58:05 am »
Quote
Originally posted by Zan
Well though being to make up your own description may be an easy way to make things unique I don\'t find it very realistic. I am positive that we \'ll be seeing simple small daggers that read \"A giant diamond encrusted claymore\".

I think that a better way to be unique is to have weapons being made up out of several parts. The simplest concept being a weapon is made up out of a hilt and a blade or bludgeoning part for blunt weapons. So a weaponsmith would be able to pick several hilts and blades, then combine them. If you have 5 different hilts and 5 different blades you \'d already have 25 different possibilities. Now with each part having its own stats (hilt determining weapon speed and blade damage), depending on the blacksmith\'s skill and it\'s own base material (different color for gold, platinum, iron, ...) you get a lot of variation already.

If you \'d then put the option to insert gems of different color or a magical aura your variation quickly becomes huge.


I think every bit of this idea is fantastic.  This will not provide everyone with a \"unique\" weapon, but it should make for enough variety that not everybody is running around with exactly the same sword.

To further the realism, make certain components usable only by smiths who have achieved advanced skill levels.  Cheaper, more common components would be usable by any smith, resulting in a large supply of cheap weapons, with little variety in style.  Higher quality components, in addition to being more expensive, would also require skilled artisans to craft into weapons, further increasing both the value and scarcity of these weapons.

Karii_Winterwalker

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« Reply #9 on: September 03, 2005, 03:29:22 am »
I would like to be able to name and describe the weapons myself, actually (and though I can see how this might be a problem, it is hardly more offensive that the characters with descriptions that read \"You evaluate that is the most powerful being in all of Yliakum.\") . I don\'t want someone to pick up a weapon I made and say \"wow, a frosty longsword,\" because \"OMFG, \'Hand of Winter\'?!?!\" (not that I won\'t be keeping that one, if I ever make it...) while annoying in its wording, is a good deal more flattering. I want fame as a weaponsmith. *grins*
« Last Edit: September 03, 2005, 03:30:41 am by Karii_Winterwalker »

odd2k

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« Reply #10 on: September 03, 2005, 03:33:08 am »
Or we could use very vague and generic descriptions like \"long metal sword\" etc, hten maybe add a few hints in the description. Its not like you have a quick glance at a sword and say: \"Oh look, a flaming longsword of the Wombat +3 of Noob Bapping!\". You see a sword, maybe it will feel weird to hold but bottom line is you wont know what it is. Unless it came with an instruction manual :)

SuburbanPlankton

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« Reply #11 on: September 03, 2005, 06:06:36 pm »
I think the description should be made up from canned phrases describing the item and its components.  As Odd2k mentioned, you can\'t tell what the offensive properties of a weapon are just by looking at it.  Perhaps an \"identify items\" skill that would help you aid in determining such things would be useful.

Better yet, your skill in identifying an item should be directly related to your skill in using said item.  If I am an expert swordsman, I can pick up a sword, feel its balance, look at the edge of the blade, and know with a fair amount of certainty just how well I would to with that particular weapon in combat.  If I pick up an axe, all I see is a big stick with a sharp blade attached to one end.  I don\'t know how heavy an axe is supposed to be, where the balance point is, how thick the blade must be to do maximum damage, etc., etc.

Of course, magical enchantments might throw off any sort of analysis, no matter how skilled one is with the physical object.  Unless, of course, you are also skilled in whatever way was used to enchant the item.  In that case, you might identify the spell and its effects, and possibly be able to negate it if desired.

Edit: On the analysis of enchantments on an item: In addition to identifying spells form the same way in which you are skilled, you should also be able to detect, but not affect, spells from the opposite way.  So if I was skilled in the Crystal Way, I could detect and remove Crystal enchantments on an item.  I could also detect Dark Way enchantments (with somewhat less effectiveness), but I could not remove or counter them.
« Last Edit: September 03, 2005, 06:11:22 pm by SuburbanPlankton »