Author Topic: concern about repairing weapons  (Read 2790 times)

EStripus

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Re: concern about repairing weapons
« Reply #30 on: December 26, 2009, 03:42:45 pm »
@Neko: Love the Pawn Star example. Again there is a lot of RP potential for crafters to get a good rep or a bad rep as a weapon/armor maintenance 'specialist'. Hopefully, it is on the devs to do list to tweak the system, making high level repairers have the best *giggle* cutting edge to keep our hunters and warriors weapons in the best condition as the weapon understandably ages.
Don't godmod me and we'll get along fine.

khoridor

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Re: concern about repairing weapons
« Reply #31 on: December 27, 2009, 04:52:14 am »
Carry this to in game, it highly reasonable to think that the first few times you try to repair something with a low/the starting level of repair on a character working on a high quality item, that you will ultimately do more damage to it than what it already had done to it.  Work on lower quality items to see better results with your low repair level, and work on raising your repair level higher to expect to have better results on repairing higher quality items.  At least, that's how I understand things.
I was tempted to say that repair needed tuning before, and now requires fixing. However, I see your point now, how it's planned to be, and indeed how your tuning will be difficult (and frustrating for repairing players, eh eh).

I'd still like to know, out of curiosity, a little more detail on that particular project, for I can see at least two objectives:
- one will always damage something he tries to repair until he reaches a certain level. (For example, let's pretend Repair skills go up to 300, he will always damage a Q100 object until he reaches 100 in Repair skill). This looks like what is described along this thread.
- one will actually repair, not damage, but repair better with a higher skill, with the occasional failure or fumble. This is what happens with other crafts, so it would be consistent. (Getting a slag is rare with Metallurgy).

Well, the money part will also have to balance itself to make Repair viable skills. What I really wanted to remind with this post is that repair jobs are an essential part of a "medieval" world, as opposed to a modern, consumerist one. The weapon makers will have to suffer heavily at some point from the concurrence of :devil: weapon repairers...   :whistling:
« Last Edit: December 27, 2009, 04:55:03 am by khoridor »

zoran

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Re: concern about repairing weapons
« Reply #32 on: December 27, 2009, 12:42:36 pm »
Carry this to in game, it highly reasonable to think that the first few times you try to repair something with a low/the starting level of repair on a character working on a high quality item, that you will ultimately do more damage to it than what it already had done to it.  Work on lower quality items to see better results with your low repair level, and work on raising your repair level higher to expect to have better results on repairing higher quality items.  At least, that's how I understand things.
I started a new character to "test" balance from the ground up, and this doesn't match up to what I'm seeing.

With weapon repair 0, I'm only allowed to try to repair a few select daggers, short swords etc. No talk about even attempting to repair a high quality item.

With weapon repair 0 and a short sword at 17/50, I was able to repair it to something like 24/47 in my first try. That wasn't so bad! It also gave me 5 PP on the spot, which is more than I gained from wearing it down by fighting. Subsequent tries (two or three of them) repaired the sword to 43/43, and left me with weapon repair 1 (and 5 PP each time).

What I really like is that the actual practice needed seems a bit more reasonable (lower) than before.

Perhaps the system is only bogus at high levels? Because so far I'm very pleased with how this works.  :)

weltall

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Re: concern about repairing weapons
« Reply #33 on: December 27, 2009, 02:17:29 pm »
what the people here are complaining about is about repairing them when they are in perfect conditions.

bilbous

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Re: concern about repairing weapons
« Reply #34 on: December 27, 2009, 03:56:24 pm »
To be more exact it is repair of very slight damage because if your weapon is x/x quality you cannot repair it at all unless the first x is a result of rounding up. It might be a good idea to add a decimal place to the current quality so that 50/50 means exactly that and not 49.9/50. It certainly appears to me that such fractional damages are fairly common. I suppose it might depend on how skilled you are with a particular weapon and how weak a foe is. There ought to be some consideration for physical conditions determining damage but it doesn't seem like there is.

Lanarel

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Re: concern about repairing weapons
« Reply #35 on: December 29, 2009, 06:52:30 am »
Has nothing to do with rounding. If you slightly damage your weapon (to 49.9/50) and start sharpening and filing it, the end result will be less than 49.9. Depending on your repair skill. If you are unskilled (0), you will indeed repair it to 47/47ish. Actually, if you repair a 0/50 dagger, you will probably end up with 37/37 after 5 repairs or so. An unskilled repairer will ruin a weapon, as it should. Either learn to repair (so you need less repairs to fix a weapon and damage it less), have someone with very high repair skill repair it for you, or buy a new one (whichever is cheaper or easier).

bilbous

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Re: concern about repairing weapons
« Reply #36 on: December 29, 2009, 10:09:21 am »
Unless something has changed, very slight damage does not show. More than once in the previous versions I have been able to repair a weapon that was apparently undamaged for example I'd fight a rogue with a short sword I had just looted and afterwards it would still be showing 50/50 but the repair would proceed. This would indicate to me that the quality displayed had been rounded up as there was actual damage to the weapon that could not be seen. Perhaps I should make a feature request for the decimal place or perhaps it is entirely irrelevant.

kaerli2

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Re: concern about repairing weapons
« Reply #37 on: December 29, 2009, 10:48:29 pm »
Lanarel: indeed, a novice would ruin a blade.  Still, an expert repairer should not have a repair take a blade from Q298/300 to Q290/290...

MadMandrith

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Re: concern about repairing weapons
« Reply #38 on: January 01, 2010, 02:40:56 pm »
I was repairing a saber, which was only very slightly damaged, and it was 299/299. When I repaired it it instantly went down to 278 quality.
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Lanarel

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Re: concern about repairing weapons
« Reply #39 on: January 02, 2010, 12:12:14 pm »
Lanarel: indeed, a novice would ruin a blade.  Still, an expert repairer should not have a repair take a blade from Q298/300 to Q290/290...
An expert repairer would know not to be so stupid to put his repair tools on an almost perfect blade. Also, if it went from 300 to 290, you are far from an expert (in skill).

kaerli2

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Re: concern about repairing weapons
« Reply #40 on: January 03, 2010, 03:29:21 pm »
Lanarel: indeed, a novice would ruin a blade.  Still, an expert repairer should not have a repair take a blade from Q298/300 to Q290/290...
An expert repairer would know not to be so stupid to put his repair tools on an almost perfect blade. Also, if it went from 300 to 290, you are far from an expert (in skill).
The crux of the problem: what IS weapon repair supposed to be?  Are we trying to represent the normal PM processes for a blade (oiling and sharpening)? Or are we talking about repair of more severe damage (nicked and burred edges, hooked or damaged points, bends, and other forms of battle damage)?