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Terek Molt
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PostPosted: Thu Oct 14, 2010 7:23 am |
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Joined: Fri Sep 10, 2004 6:34 am Posts: 2671
Bot Check: GAMER
Location: Boston
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So what's the deal with them? Do we have to wait for a new patch or we have to find out what are they worth or..dunno?
_________________ Thassius wrote:lol I see now... we don't change monster spawns to suit pkers who get owned by them, sorry.
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Morbid
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PostPosted: Thu Oct 14, 2010 2:55 pm |
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Joined: Tue Oct 10, 2006 1:24 am Posts: 159
Bot Check: GAMER
Location: BC, Canada
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better ingots should make better weapons. as in more damage, or abilities!
_________________ Mayhem- Tank
Magnus- Smithy Fisher
Zuckuss- Necro Mage Tamer
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Rippa
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PostPosted: Thu Oct 14, 2010 6:51 pm |
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Joined: Sat Dec 18, 2004 8:45 am Posts: 1377
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Location: NYC
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i suggested this a while ago to have smiths be more involve with economy get them to make weapons with abilities like using ice orbs and valorite ingots will get you a ice weapon that does cold damage etc...fire orb + gold Ingots = fire weapons etc ...
_________________ Scathach of Skye - Pure Ranger
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Morbid
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PostPosted: Sun Oct 17, 2010 8:56 pm |
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Joined: Tue Oct 10, 2006 1:24 am Posts: 159
Bot Check: GAMER
Location: BC, Canada
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this would be fucken best! make a blacksmith the most important crafter char!
_________________ Mayhem- Tank
Magnus- Smithy Fisher
Zuckuss- Necro Mage Tamer
Krieg- Pure Mage
Morbid- Black Knight
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blob
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PostPosted: Sun Oct 17, 2010 9:30 pm |
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Joined: Tue Mar 13, 2007 10:42 am Posts: 576
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Location: I'm Racist
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i think i posted something like this but added that you needed to have another skill to make like gold armor give a boost and weapons do what ever.... needed high magery, since thats the only thing that makes sense to me since if your making something that has "mystical powers" you obviously need to have knowledge of magic....
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Johnny Mother f***** Cash
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Rippa
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PostPosted: Mon Oct 18, 2010 4:42 am |
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Joined: Sat Dec 18, 2004 8:45 am Posts: 1377
Bot Check: GAMER
Location: NYC
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blob wrote:i think i posted something like this but added that you needed to have another skill to make like gold armor give a boost and weapons do what ever.... needed high magery, since thats the only thing that makes sense to me since if your making something that has "mystical powers" you obviously need to have knowledge of magic....
that does make more sense. Also Id like to include arms lore just because you have a alot of knowledge of weapons and armors .
_________________ Scathach of Skye - Pure Ranger
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Morbid
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PostPosted: Mon Oct 18, 2010 10:36 am |
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Joined: Tue Oct 10, 2006 1:24 am Posts: 159
Bot Check: GAMER
Location: BC, Canada
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maybe make tinkering a factor as well. make that skill more of a commodity!
_________________ Mayhem- Tank
Magnus- Smithy Fisher
Zuckuss- Necro Mage Tamer
Krieg- Pure Mage
Morbid- Black Knight
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adam_c
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PostPosted: Mon Oct 18, 2010 11:26 am |
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Joined: Thu Sep 23, 2010 2:13 am Posts: 222
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i know ur suggestions are all well intended.. but be careful what you suggest..
in my opinion crafting items and clashing skills should be held off to a limited amount...
the end result u will create... to many too complex builds.. and to many more problems to arise..
i say let the gm blacksmith craft whatever with no other skill required.. same for the other trades..
i think accomplishing the task of gming the skill is a pretty daunting task... and with it u should be albe to make anything u want..
here is the flaw in your theory..
ok
smigths can make magic weps with gm magery and gm smithing....
oh but wat if ur an ice elf smith.. ur capped at 50 magery
that was teh first problem to come to mind... but yea..
if u really want to make crafters make more items.. i suggest doing away with wepon drops entirely...
and letting smiths craft wepons... more rare teh ore the more dmg.. with a random chance of that creation becoming a magic item.. like maybe a 1-10 chance.. say you made 10 vanq equivlent swords... one of them woudl probably pop up as magical.. random chance on what that magical may be.. after ided
let tinkerers craft important things like forges.. anvils... trash cans... atm box's.. ovens...
that would make a tinkerer a fairly useful trade.. and be in competition to the others.
i have no answer for carpentry...
but i think if these changes were made it would help alot of things...
beings that smiths were ur new source of wepons on the shard.. and not bags dropped from monsters.. you would see a faster pace and more pvp'ish style environment..
no one would care to loose their vanq item if they could just make annother one for how many ever say valorite ingots
problem has always been ppl are scared to use teh wepons they posses of town.... this would fix that
but please don't start tossing a mixture of skills together to craft items.. i only see trouble
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adam_c
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PostPosted: Mon Oct 18, 2010 11:30 am |
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Joined: Thu Sep 23, 2010 2:13 am Posts: 222
Bot Check: GAMER
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EDIT: double post and just want to make you look like a fool by leaving it up
Sparger
I didn't do it.. i was fuking set up!!! u hacked my account and did it!!! Hacker!!!
no.. it was probably my browser..
but sorry for the double post
Last edited by adam_c on Mon Oct 18, 2010 8:06 pm, edited 1 time in total.
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blob
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PostPosted: Mon Oct 18, 2010 2:24 pm |
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Joined: Tue Mar 13, 2007 10:42 am Posts: 576
Bot Check: GAMER
Location: I'm Racist
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adam_c wrote:i know ur suggestions are all well intended.. but be careful what you suggest..
in my opinion crafting items and clashing skills should be held off to a limited amount...
the end result u will create... to many too complex builds.. and to many more problems to arise..
i say let the gm blacksmith craft whatever with no other skill required.. same for the other trades..
i think accomplishing the task of gming the skill is a pretty daunting task... and with it u should be albe to make anything u want..
here is the flaw in your theory..
ok
smigths can make magic weps with gm magery and gm smithing....
oh but wat if ur an ice elf smith.. ur capped at 50 magery
that was teh first problem to come to mind... but yea..
if u really want to make crafters make more items.. i suggest doing away with wepon drops entirely...
and letting smiths craft wepons... more rare teh ore the more dmg.. with a random chance of that creation becoming a magic item.. like maybe a 1-10 chance.. say you made 10 vanq equivlent swords... one of them woudl probably pop up as magical.. random chance on what that magical may be.. after ided
let tinkerers craft important things like forges.. anvils... trash cans... atm box's.. ovens...
that would make a tinkerer a fairly useful trade.. and be in competition to the others.
i have no answer for carpentry...
but i think if these changes were made it would help alot of things...
beings that smiths were ur new source of wepons on the shard.. and not bags dropped from monsters.. you would see a faster pace and more pvp'ish style environment..
no one would care to loose their vanq item if they could just make annother one for how many ever say valorite ingots
problem has always been ppl are scared to use teh wepons they posses of town.... this would fix that
but please don't start tossing a mixture of skills together to craft items.. i only see trouble
the comment on ice elfs is what bob has said in the past there has to be a reason to be human can let an ice elf smith's weapons be more durable or something or give them a super high success rate. im not saying that everyone will want to train magery on 3 classes but what ever if you do...
there being no reason to hunt? so a item has a different damage property doesnt mean it should do vanq damage if the ignots are of higher quality why shouldnt it do more damage though? its a sound theory as of late item drops suck everyone that hunts knows that the drop rate of vanq is way to low when you kill a shadow golem and you get 3-4 bags of ruin crap (i think bob said he changed that but the least one i killed albeit a while ago did that) they shouldnt replace magic dropped items but it would be fun to craft some cool swords if your smith has good magery along with smithing that just makes sense since in every lore book ive read magic items were made my mystical people not dropped from a dragon... can make it the same as a drop rate which is low but still gives a person a reason to hunt and smiths a reason to make fancy colored weapons...
_________________
Johnny Mother f***** Cash
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adam_c
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PostPosted: Mon Oct 18, 2010 8:17 pm |
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Joined: Thu Sep 23, 2010 2:13 am Posts: 222
Bot Check: GAMER
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i still think integration of varrying skills to a high degree is a bad idea.. maybe if done in some slight moderation like..
a tailor with 50 magery should be able to make a wiz hat.. (my opinion)
maybe small things like that
but when u get to it in depth like
i am gonna make a smith that has swordsmanship so he can make good swords.. and also gm magery.. so i can make those swords magic.... at that point i think you jump off the stupid board rite into the retarded pool..
but i still love u.. bloby wobby
I do agree tho with what i said above.. as smith shoudl be able to make a wepon out of say valorite( vanq equiv) (as its rare enough but not too rare) and like i said that wepon when made will have a 10% chance of having a random magical property..
from there on out.. wepons made of say rose black rock.. and blood rock.. will all be of same str.. but have a higher chance of being magical..
like rose 25% chance.. and ect... black rock and blood rock.. would be a really high percentage.. maybe even one of them being a 100% chance of being magical
this would do away with drops and make magic wepons a full part of the economy..
and no.. there should be no reason to give a human blacksmith some kind of benefit.. humans are already the current pvp class because there non limitation in skills.. your ice elf and wood elf crafters should be capible of all things crafting as a human..
yes i like the idea of making smiths create teh magic weps based on ingots.. and ingot rareity the basis on chance for it to be magical.. but... i do not believe in the skill combo integration to make different things..
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Morbid
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PostPosted: Mon Oct 18, 2010 11:23 pm |
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Joined: Tue Oct 10, 2006 1:24 am Posts: 159
Bot Check: GAMER
Location: BC, Canada
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I agree with what adam is saying mostly. but i think it should be better ingots make better dmg. and the chance of magic abilities be low so that we still hunt those bad ass monsters for there drops.
and i dig the tinkering idea 100% we need forges and anvils to get our bs high at an effective rate!
_________________ Mayhem- Tank
Magnus- Smithy Fisher
Zuckuss- Necro Mage Tamer
Krieg- Pure Mage
Morbid- Black Knight
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adam_c
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PostPosted: Mon Oct 18, 2010 11:55 pm |
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Joined: Thu Sep 23, 2010 2:13 am Posts: 222
Bot Check: GAMER
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i just had an idea for carpenters to be usefull..
fuk the stupid idea of secure storage limit on houses.. and code it so that its secure storage based on box..
like say... let gm carpenters be able to craft boxes that allow more secure storage.. the would sell higher.. and be good income to them..
dig it.. love it.. make it feel good
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blob
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PostPosted: Tue Oct 19, 2010 5:10 am |
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Joined: Tue Mar 13, 2007 10:42 am Posts: 576
Bot Check: GAMER
Location: I'm Racist
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adam_c wrote:dig it.. love it.. make it feel good
i could say something about your mom making it feel good but i wont because i am a mature adult.
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Johnny Mother f***** Cash
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Falin
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PostPosted: Tue Oct 19, 2010 10:41 am |
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Joined: Tue Dec 18, 2007 6:07 pm Posts: 1211
Location: michigan
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if its said that hunting sucks, becuase of weps drops? then fix that prob. dont go making it so better crafted weps would replace it...that would just plain ruin the hunt if you knew you could make them just as good at safety of house, then you could just craft your way to riches...then there would be no reason to hunt...No weps, no gold, only thing left are rares and regs to hunt for. so pks...just go wait outside shame or shrines, have fun.
_________________ Falin(ROT)-Bully
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