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Old Aug 31, 2005, 12:03 PM // 12:03   #41
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I agree with Broken Arrow, there is no need to change the mods on a weapon, this idea is based on the contruction and improvement of an UN-modded weapon, mods can be applied as found and salvaged. Improvment to based damage can happen only up to a max of say 20%, then a new drop or a newly constructed weapon from a weaponsmith later on in the game to produce high base stats.
Another Idea I had and I'm not sure if its a good one or not, but you guys tell me. What if a constructed weapon could gain xp as well? The weapon as it gains xp starts to have some inherant mods come though. The more xp gained the higher percentage of the mod. These would be like a gold drop with no mods but built in stats to affect the character.

IDEAS???
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Old Aug 31, 2005, 12:52 PM // 12:52   #42
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The ONLY people that would be against this are the campers buying and selling weapons and upgrades.

They would have nothing left to do...........


EXCEPT PLAY THE GAME!!!!!!!!!!



If they don't want to do play, they can leave, less lagg for us all.
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Old Aug 31, 2005, 01:28 PM // 13:28   #43
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I kinda skimmed quickly, but it seems like this idea would be best If these things happened:

1: The weapon would have to be stepped up in damage through progression of areas. For example, lets say you had a 4-7 damage pre-Searing Longsword. Once you get to post searing, you can increase the damage of the weapon to a max (for that area) of lets just say 8-10. Even if the weapon was 7-9 to start with, you can only increase it to a max of 8-10. Now, once you got to Yak's bend, you can upgrade it to a 9-12.

2: The upgrades would have to be required in succession. This means if you simply pick up a 4-7 damage sword (lets call it level 0) then you'd have to take it through all the upgrades stages, (lets say 1-5) before it is max damage. A crafter will NOT upgrade an item that hasn't been upgraded in succession. Now, thinking, I suggest there be weapon levels to track this. They could be hidden if necessary. This is so that if you find a level 3 sword, let say a 11-15, you can upgrade it directly to a 13-19 (level 4) without having to go through previous upgrade (since they'd be meaningless, and this would make higher damage weapons much more valuable, since cheaper to upgrade, as it should be)

3: The upgrades have to cost exceeding values of gold and resources. Just use relevant resources, and require the items and gold based on type of item and upgrade level. This is pretty simple and self explanitory.

4: Each upgrade adds extra requirement levels. I personally think that self-upgraded items should have higher base requirement levels (to help prevent newer characters having their low-level items upgraded by 'Trade-up' services. I think that a level 5 item, for example, should require level 10 in the appropriate skill to use. This allows players tied to that weapon to have it around always, at an appropriate price, and also makes it so that those 8 require items are still popular and sell just as well as always. This helps prevent hurt to farmers, as their goods will likely be cheaper and 'better' while allowing people to keep their favorite items and have fun.

5: An item cannot be upgraded until it is customized to yourself. This is to prevent it from being sold to any other people, and again a countermeasure to 'trade-up' services. Additonally this will cause the weapon itself to be 'better' than other weapons, since it is easier to customize something you know can't be sold otherwise.

6: Additionally, I agree that customizations to items, such as look or size should be services that can be purchased, since they are simply a look. This way characters can be distinguished by their items looks, just as much as they are now by their capes. I also think that we should be allowed to purchase upgrades to items (requiring more resources or more 'special' of an item to be obtained before a certain upgrade can be created). This will help give every upgraded 'personal' weapon a completely personal feel. In the end, if you spec your weapon enough, it'll be a great thing to show off to friends, but may cost quite a bit in the process. Ideally the finished form of this weapon (the upgrades, since they can be unique costing the most) should cost approximately twice as much as an equally powerful 'found' weapon since it is unique in so many ways.

I'm giving big props to this idea. I hope the devs take a good look at this...I would definitely have a ton of fun with it.

(Obviously I summed up most of this thread. I am not trying to create the idea as my own.....it's just such a good idea I wanted to give detailed input)
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Old Aug 31, 2005, 01:40 PM // 13:40   #44
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Quote:
Originally Posted by Photeus
I kinda skimmed quickly, but it seems like this idea would be best If these things happened:

1: The weapon would have to be stepped up in damage through progression of areas. For example, lets say you had a 4-7 damage pre-Searing Longsword. Once you get to post searing, you can increase the damage of the weapon to a max (for that area) of lets just say 8-10. Even if the weapon was 7-9 to start with, you can only increase it to a max of 8-10. Now, once you got to Yak's bend, you can upgrade it to a 9-12.

2: The upgrades would have to be required in succession. This means if you simply pick up a 4-7 damage sword (lets call it level 0) then you'd have to take it through all the upgrades stages, (lets say 1-5) before it is max damage. A crafter will NOT upgrade an item that hasn't been upgraded in succession. Now, thinking, I suggest there be weapon levels to track this. They could be hidden if necessary. This is so that if you find a level 3 sword, let say a 11-15, you can upgrade it directly to a 13-19 (level 4) without having to go through previous upgrade (since they'd be meaningless, and this would make higher damage weapons much more valuable, since cheaper to upgrade, as it should be)

3: The upgrades have to cost exceeding values of gold and resources. Just use relevant resources, and require the items and gold based on type of item and upgrade level. This is pretty simple and self explanitory.

4: Each upgrade adds extra requirement levels. I personally think that self-upgraded items should have higher base requirement levels (to help prevent newer characters having their low-level items upgraded by 'Trade-up' services. I think that a level 5 item, for example, should require level 10 in the appropriate skill to use. This allows players tied to that weapon to have it around always, at an appropriate price, and also makes it so that those 8 require items are still popular and sell just as well as always. This helps prevent hurt to farmers, as their goods will likely be cheaper and 'better' while allowing people to keep their favorite items and have fun.

5: An item cannot be upgraded until it is customized to yourself. This is to prevent it from being sold to any other people, and again a countermeasure to 'trade-up' services. Additonally this will cause the weapon itself to be 'better' than other weapons, since it is easier to customize something you know can't be sold otherwise.

6: Additionally, I agree that customizations to items, such as look or size should be services that can be purchased, since they are simply a look. This way characters can be distinguished by their items looks, just as much as they are now by their capes. I also think that we should be allowed to purchase upgrades to items (requiring more resources or more 'special' of an item to be obtained before a certain upgrade can be created). This will help give every upgraded 'personal' weapon a completely personal feel. In the end, if you spec your weapon enough, it'll be a great thing to show off to friends, but may cost quite a bit in the process. Ideally the finished form of this weapon (the upgrades, since they can be unique costing the most) should cost approximately twice as much as an equally powerful 'found' weapon since it is unique in so many ways.

I'm giving big props to this idea. I hope the devs take a good look at this...I would definitely have a ton of fun with it.

(Obviously I summed up most of this thread. I am not trying to create the idea as my own.....it's just such a good idea I wanted to give detailed input)
Pretty much everything you have said, has been said, The only thing I will disagree with you on is #6, I still maintain that these OPTIONS of persoanlized and customized weapons are only for the base damage. ANY mods applied to the weapon have to be found and salvaged from drops. THIS IS ONLY A OPTION, this is not intended to replaced the current system for weapons and drop system, only to give people a chance to have a completly unique LOOKING weapon while still having the ablilty to mod it to keep it useful.
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Old Sep 02, 2005, 10:36 PM // 22:36   #45
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Quote:
Originally Posted by emil knight
Last thing we need is someone taking a 3-6 sword with no req and maxing it out, or worse yet, maxing a no req staff.
Eh? I said that in my first post.

Quote:
Originally Posted by Broken Arrow
This idea is ridiculous.

" You can also increase the "+energy" on wands and staffs "

So then I suppose you could change 10/5 sundering into 10/10 just like that.
Um... that's completely differant things. Staffs and wands ALWAYS have +energy on them. The whole "+energy" on them is like the equivelant of the min-max damage on a combat weapon. Point - There is always a "+Energy" on wands and staffs, there is not always a mod. You cannot salvage the "+energy" portion to get a mod. You cannot unlock the base "+energy" for PvP because the wands/staffs already have the maxed energy. 2 Completely differant things.

QUOTE=Broken Arrow]
You also said this would get rid of some of the frustrating grind, WHAT GRIND?! I can't see where you would come up with that.
[/QUOTE]

If you think there is zero grind in this game, you have never played through the 75+ Hours to complete this game (or you are just a moron, either one works).



I agree with the customization-before-maxing suggestion, too. I will update my original post to include it, if nobody minds.
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Old Sep 02, 2005, 11:52 PM // 23:52   #46
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Quote:
Originally Posted by emil knight
Last thing we need is someone taking a 3-6 sword with no req and maxing it out, or worse yet, maxing a no req staff.
Quote:
Originally Posted by BigTru
Eh? I said that in my first post.
Your original post didn't say anything about ADDING a req... only increasing an existing one

But as I said I do think this would be an interesting idea and would make the weapons NPC more useful...
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Old Sep 03, 2005, 12:44 AM // 00:44   #47
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Quote:
Originally Posted by emil knight
Your original post didn't say anything about ADDING a req... only increasing an existing one
"Increasing" can also mean "adding". As in something has a "0" requirement, so I increase the "0" to a "2"
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Old Sep 03, 2005, 04:22 AM // 04:22   #48
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This is a great idea. It creates a phenominal gold sink. The first requirement is obvious, the weapon needs to be customized to take it out of the economy. Then allow them to increase the damage of the weapon up to max (in increments.) The cost of increments would grow based on how many times the weapon has been upgraded. Create a base level for each upgrade, say 2,000 gold to upgrade to max damage from one under. However that number would be multiplied by how many times the weapon has already been upgraded. So this 2-4 weapon that has already had 10 upgrades would cost 20,000 to push from slightly below max to max (plus all the upgrades beneath that.) Additionally ever few upgrades the requirement goes up (so you can't have a max damage req 0 weapon.) Thus you can improve your natural mod and your damage, but as you do it becomes prohibitively expensive and ups the requirement. This would still leave a market for selling found weapons cheap or for finding the basic model and innate mode you want.
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Old Sep 03, 2005, 05:59 PM // 17:59   #49
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I love this. It lets you keep your favorite weapon with you the entire game. No more going from ascolon to Kryta and having to ditch that pretty pre-sear crystaline collectors sword for a short sword. For a soldier, His/her weapon should be more than just a tool that can be replaced by the next new thing. Its the only thing separating him/her from Necromancer fodder.

/signed
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Old Sep 03, 2005, 06:31 PM // 18:31   #50
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Quick thought:

Perhaps something could be done similar to how weapon enhanceing worked in the PS2 game "Way of the Samurai" (Which was an awsome game btw). Basicly you could increase one stat but then a different stat would be decreased, the thing was that some stats might increase by more than they decrease a different stat, or a few didn't decrease a stat at all, etc. Basicly it was a situation where you could make a sword more customized and enhanced but couldn't right out and make a super sword. It was also nice because a unenhanced sword became an all arounder instead of simply being weaker like in most games. ((FWI the stats in that particular game where HP, Defence, Damage, and Sword Hardness/HP))
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Old Sep 03, 2005, 07:57 PM // 19:57   #51
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Why not put upgrades into the game that increase max damage and don't show. Like you get a +1 damage upgrade and if your weapon is max, it will say that it already has that upgrade, and you can keep using them to up the damage. These would be a special type of rune. just a thought.
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Old Sep 03, 2005, 08:47 PM // 20:47   #52
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Quote:
Originally Posted by Kai Nui
Why not put upgrades into the game that increase max damage and don't show. Like you get a +1 damage upgrade and if your weapon is max, it will say that it already has that upgrade, and you can keep using them to up the damage. These would be a special type of rune. just a thought.

Or an upgrade that makes a max damage axe be something like 28-150 chaos damage.


NO, we have balance.

There is a good thing going here with requests for PvE characters to be on par with PvP characters, lets not screw it up with childish pleas for weapons that do not fit the game.
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Old Sep 04, 2005, 05:54 AM // 05:54   #53
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Sorry if this has already been mentioned, but what about the 7-20 axes. Would they become 7-28 or would the minimum value lower to the proper 6-28?

Well, in any case I agree completely with the mentioned conditions.
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Old Oct 15, 2005, 01:09 PM // 13:09   #54
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You would have to pay seperatly for increasing minimum/maximum damage.
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Old Oct 15, 2005, 05:36 PM // 17:36   #55
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Great idea !
As long as it is customised prior to maxing it i say its gr8


I do think that the price should go up per point of min /max damage added lets say +1 min 200g +1 max 100g so to get a 3-7 sword to 15-22 would cost 3.9k and perhaps require some materials.

Of course one should never be allowed mo increase dmg over its types maximum.

/signed
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Old Oct 15, 2005, 06:16 PM // 18:16   #56
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You could make it so that these "improved" (not customized) weapons could not be salvaged.

then you could make it possible to increase the mods as well (take a +25hp to +30), and no-body could abuse it to sell +30 mods.

I would LOVE to have a max damage sickle.
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Old Oct 16, 2005, 03:44 AM // 03:44   #57
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I've actualy had the same idea in a previous thread.http://www.guildwarsguru.com/forum/s...ad.php?t=67916

I don't think people got my idea correctly and i would like evryone to review it and realy think about my suggestions.

And for me this idea is ofcourse /SIGNED
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Old Oct 16, 2005, 05:17 AM // 05:17   #58
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Eh... a noble idea, but I think it may interfere too much with PvP, or put too much emphasis on max damage weapons, especially rares.

I'm all for raising the min damage, but not max damage when it's already max damage. Max damage rares exist to sink gold, making it easier to just make them would be bad unless it was also a gold sink.

More like this:

Let us say the weaponsmiths have a "perfect weapon" of each class and type that they use for comparison. For each point of minimum or maximum damage they raise, the initial cost is 100 gold, doubling an additional amount of gold towards the "perfect form" for every 10% of that type's maximum min/max damage without going over that weapons' stats, starting with 100 gold for 10%-19%, 0 gold for 0%-9%.

In other words:

10%: 100g
20%: 200g
30%: 400g
40%: 1,600g
50%: 3,200g
60%: 6,400g
70%: 12,800g
80%: 25,600g
90%: 51,200g
100%: 102,400g

So, raising up a starter weapon, for instance, may not be feasible. But getting a hold of a rare weapon with excellent modifiers but with crummy stats isn't a problem if you have the money. And it's great for the economy because it gives the gold back to A.Net instead of allowing it to circulate with players.

Raising a starter hammer that starts at 4-7 to 19-35 would cost, in total, 738,900 gold, raising the minmum damage 15 points and the maximum 18 points. In contrast, just raising a 18-33 hammer to 19-35 would cost only 256,300 gold.

I think that's a fair gold sink to keep trading active but making blacksmiths tempting enough to be active, to max out those rascally barely non-perfects.

Last edited by Plague; Oct 16, 2005 at 05:19 AM // 05:19..
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Old Oct 16, 2005, 09:51 AM // 09:51   #59
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Haha, no. No mod in the entire world is worth even 50 plat.
100g each time you want to upgrade sounds more reasonable.
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Old Oct 16, 2005, 04:04 PM // 16:04   #60
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problem is some of the items in pre searing have crazy mods and low base damage.. think saw someone post that in here
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