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Full Tailoring/Smithing Revamp
Posted: Fri Mar 21, 2008 2:14 am
by cursed989
I had ANOTHER idea involving the crafting system for armor and weapons.
Why not make the system ALOT less random. By adding items to the game (Similar to masterpiece materials) that add magical bonuses to weapons or armor. Like chance to cast fireball or LRC. The better the bonus the rarer the item with a bonus from Luck. But unlike masterpiece items these would need a tailor or smith to add them. Each basic item crafted by Smiths and Tailors would have a "Enhancement Value". Using the point system like the masterpiece materials you would have your Weapons/Armor enhanced up to that value. Anything past that has a chance to break the item by a increaseing % with each point beyond. This % chance to break would be lowered by a SMALL amount based on the enhancers crafting skill.
This system could even be used for Tinkering jewelry. By having tinkerers craft basic jewelry with a "Enchantment Bonus" on it. Then after you collect the jewelry only materials you take it to a mage to have the "Enchantments" placed on your jewelry.
I hope I didn't forget anything lol.
Archived topic from AOV, old topic ID:2528, old post ID:16074
Full Tailoring/Smithing Revamp
Posted: Fri Mar 21, 2008 2:28 am
by cursed989
I did forget something...
Runic Kits would only add more resists and more "Enhancement Value" to basic items.
Archived topic from AOV, old topic ID:2528, old post ID:16075
Full Tailoring/Smithing Revamp
Posted: Fri Mar 21, 2008 6:21 am
by Minky
It would be better to have more control over what properties are added via crafting, but not at the cost of having to hunt down materials for EVERYTHING, that would just be an annoyance.
I think though, that once you hit 100.1, you should start getting the ability to control what you're crafting, instead of craftcraftcrafthopecraftcrossfingerscraft etc. Like every 4 points would allow you to control another modification, up to a total of 5 mods. Maybe start this system at 96.1 (to give under-Legendary Smiths something to aspire to).
Archived topic from AOV, old topic ID:2528, old post ID:16079
Full Tailoring/Smithing Revamp
Posted: Fri Mar 21, 2008 12:51 pm
by Death
Well, that's kind of why both systems exist
Runic tools are easier to collect and give great properties but are a lot more random so it might take awhile before you get the right item you've been looking for
Masterpiece Weapons are harder to obtain, especially one with enough points. The resources themselves are also not the easiest to get if you're looking for the rarer stuff.
So
Runic = Quicker = Less control
Masterpiece = Slower = More control.
Of course, we could have your blacksmithing skill determine your success for applying a masterpiece resource but they might not sell as well if they require you to have a blacksmith.
Archived topic from AOV, old topic ID:2528, old post ID:16104
Full Tailoring/Smithing Revamp
Posted: Fri Mar 21, 2008 9:00 pm
by cursed989
What if a vendor sold the basic enhancements and the better stuff was drops? That would make the common crap available and the good stuff worth finding.
Archived topic from AOV, old topic ID:2528, old post ID:16132
Full Tailoring/Smithing Revamp
Posted: Sat Mar 22, 2008 8:32 pm
by Plastic Man
Actually death currently even with the increase to pointscale on masterpieces its more like
Runics = Random = More mods = No control
Masterpeice = complete control = Less overall mods (Usually)
Like I have one I'm building with 100 hit Area 25 HLL 25 HML 43 DI
I can pop a runic wep with 50 Hit area, 50/50 HLL/HML, 45+ DI and up to 2 other mods. So while with a runic I might be able to make a better wep eventually, I can build that masterpeice faster and exactly as I want as soon as i get all the peices. So I think ATM people have the ideas of which is faster and which is slower confused, because control = speed on how fast you get the exact thing you want unless you are very lucky.
Archived topic from AOV, old topic ID:2528, old post ID:16186
Full Tailoring/Smithing Revamp
Posted: Sat Mar 22, 2008 8:50 pm
by Death
Plastic Man wrote:Actually death currently even with the increase to pointscale on masterpieces its more like
Runics = Random = More mods = No control
Masterpeice = complete control = Less overall mods (Usually)
Like I have one I'm building with 100 hit Area 25 HLL 25 HML 43 DI
I can pop a runic wep with 50 Hit area, 50/50 HLL/HML, 45+ DI and up to 2 other mods. So while with a runic I might be able to make a better wep eventually, I can build that masterpeice faster and exactly as I want as soon as i get all the peices. So I think ATM people have the ideas of which is faster and which is slower confused, because control = speed on how fast you get the exact thing you want unless you are very lucky.
This is not counting the fact that the masterpiece weapon points will be getting a generous increase sometime in April (For real this time as I won't have work + studies interfering this time). The new system it will be possible to get 4, 50% intensities on a weapon.
Archived topic from AOV, old topic ID:2528, old post ID:16191
Full Tailoring/Smithing Revamp
Posted: Sat Mar 22, 2008 9:05 pm
by Plastic Man
Hey I wasn't complaining about how it is death, I was just saying that they fit in the grand scheme a little differently right now than the intent was as I understood it.
Archived topic from AOV, old topic ID:2528, old post ID:16194
Full Tailoring/Smithing Revamp
Posted: Sat Mar 22, 2008 9:21 pm
by Death
Plastic Man wrote:Hey I wasn't complaining about how it is death, I was just saying that they fit in the grand scheme a little differently right now than the intent was as I understood it.
Even I complain about the points being low so I agree with the need to bump them. Masterpiece system is still a growing system and it's far from being finished (Drops and resources are still, not all available).
Archived topic from AOV, old topic ID:2528, old post ID:16201