Author Topic: Ideas for weapon making  (Read 764 times)

RayvenD

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Ideas for weapon making
« on: September 06, 2006, 01:04:15 am »
Recently in-game I have been talking to a lot of weapon makers to find out what the current state of things are in how you can make weapons and what weapons you can actually make. I have had a couple of ideas which would potentially make the weapons made a little more realistic and more rp-able in yliakum. Anybody who has looted a lot knows that you can get weapons with many different names, I for example have been known to find such gems as 'rat's sword of seduction' (lmao brilliant name i thought) 'clacker's stained sword' among others. I was thinking that once a weapon maker has abilities to make weapons beyond the level of the regular stock varieties they should be able to name the blades/axes which they forge. This would potentially allow weapon makers to gain legendary status as smiths who made swords for great heroes, for example let's say we have a hero named 'Jeff.' Jeff is in the arena killing gladiotors and another pc approaches him to ask what sword he uses as he is doing more damage than has ever been noticed before. Jeff tells him that he got the mystical sword of destruction from a smith named 'Bob' now bob has gained the reputation of being a fantastic smith. It would be good if players could generate swords as good as the elusive sw ss /10, and also name them personally, we may find in-game characters becoming legends with swords like the ones in books ie sword of shannara, sting, excalibur. you get my point. If naming was implemted i think we should also have the option when making swords to add crystals we mine into the swords or use raw mined metals, you could forge a 'emerald encrusted short sword with a golden hilt' and the game would name it according to the materials you used, unless you chose to give it a special name yourself when you forged it. Not sure what other's think of this idea but I really believe it would add more realism to the rp if weapon makers could make more than wrods with beta blades etc, special named super-swords could become legendary and be hunted for by heroes rping quests.
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grenkar

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Re: Ideas for weapon making
« Reply #1 on: September 06, 2006, 01:14:14 am »
Certainly this is a briliant idea.  I think it would add much excitement to the game.  Unfortunately I see the potential of people messing about with this.  If smiths were able to produce massive quantities of these super swords in a day, it would create extreme economical problems.  I do, however, see an implimentation that could be made to prevent this from happening.

If you wanted this to be very realistic, I think it should take many days to make a sword of such prestigious caliber.  That way, rather than someone polluting the game environment with large quantities of swords greater than anything developed by the mods, a smith would only bother to make such a powerful sword if the occasion seemed fit.

Krann Omins

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Re: Ideas for weapon making
« Reply #2 on: September 06, 2006, 01:29:38 am »
Unless I'm mistaken it's already intended for later...

And unless I'm mistaken high quality slash 2's start off as better than slash 10s...

As far as making it take a couple of days-- while holding down a job & a bit of a family/social life it takes about a week to mine the materials & make them into stock, and at least a whole day off to refine to top quality... I think that's plently long enough, especially if someone needs higher skill ranks to make the better weapons suggested...

My request/suggestion pertains to the last phase, when combining items to make a shortsword--taken off the table too soon, you wind up with a short sword kit, and have no use for it or anything... I would request that either these "kits" can be finished into swords, or some realistic justifiable explination at least to why stable hardned items would become unusable by taking them off an assembly table too soon..

I know at least one player/tester who cried when this happened to them after such efforts, and almost stopped playing...

I would compare it to how people might feel if it took days to purify a glyph, and you really couldn't do other stuff while purifying, but had to be constantly active, checking on it--or it would stop purifying or turn to dust... only to be able to destroy it when you try to save it to spellbook in the wrong combining slot... it's just harsh..

grenkar

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Re: Ideas for weapon making
« Reply #3 on: September 06, 2006, 01:49:48 am »
Well, please excuse us for being missinformed.

It seems to me that the short sword kit should become an easier to use and specialized reapir kit, since repair kits are supposedly supposed to have spare parts and other such items in them.

I suppose that if it truely takes that long to make a sword, It shouldn't take any longer.

RayvenD

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Re: Ideas for weapon making
« Reply #4 on: September 06, 2006, 02:11:31 am »
I think the reason that /2 slash swords hit harder at the moment is because u can give them 1000 quality, i'm pretty sure that the devs will cap this soon and they will just be regular ss with low hit power, so i stand by my suggestion :P
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grenkar

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Re: Ideas for weapon making
« Reply #5 on: September 06, 2006, 02:17:03 am »
I think the reason that /2 slash swords hit harder at the moment is because u can give them 1000 quality, i'm pretty sure that the devs will cap this soon and they will just be regular ss with low hit power, so i stand by my suggestion :P

Way to be informed. 8)

RayvenD

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Re: Ideas for weapon making
« Reply #6 on: September 06, 2006, 03:35:20 am »
i could be wrong, but i'm pretty sure i wont be. it seems stupid to let ppl make swords with slash 2 that can hit at 600 points on the brigand. i think that it will be capped before they become too widespread. too easy for powerlevelling.
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