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Old May 24, 2006, 05:40 PM // 17:40   #101
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/not-signed

although it is not a bad idea it imo would break the economy anet tries to protect soo badly as it would reduce the market for weapons even more then it is now as ppl would longer have to buy others ppl rare drops. They could just go to some low lvl area farm til they get a rare skins weapon they like take it to the weapon smith and bingo the weapon they want and max dmg no need to buy one from someone lowering the cost of weapons accres the board as they would be harder to sell now. It would end up being the other things worth buying in the game would be weapon mods/Materials (which from what i noticed drops alot in faction) and that about it.

Last edited by Sphinx2k; May 24, 2006 at 05:47 PM // 17:47..
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Old May 24, 2006, 05:41 PM // 17:41   #102
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I like the initial idea but I would add that for very weapon upgrade pass the initial 20% increase that the assigned attibute is increased by one for every up grade done.

This makes sure the low end toons are not simply ramping up the weapon damage without giving something in return ... like leveling up.

Great Idea!
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Last edited by Kronos Raven; May 24, 2006 at 05:43 PM // 17:43..
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Old May 24, 2006, 05:43 PM // 17:43   #103
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Old May 24, 2006, 05:55 PM // 17:55   #104
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Quote:
Originally Posted by Fred Kiwi
think about the ranger spike: you see that bow in ascalon? the one with +33% damage (and -66% attack rate)? you see where i'm going with this? yes? good

well its not that drastic a change but just to throw it out there

and its all well and good removing grind but remember its grind that keeps (most) people playing when all is done
Edited; Collector weapons cannot be upgraded.

Quote:
Originally Posted by Pandora's box
Hmmm, I'm always in for upgrading stuff, but this sounds too easy. The rich would upgrade a nice prefix/suffix weapon instantly to the max, even if it was not tradeble (personalized).

I like the idea of upgrading weapons if its quest related. Lets name it: Inn quests. Short and pretty quests that give a small reward: some gold, some xp or... 1 point upgrade for your weapon. This will be added randomly to either minimum or maximum dmg, or on the moment 1 of them is maxed out, to the one thats not maxed out. Such a nice feature should take some effort!
I'm not against a quest system, but it SHOULD be easily accessible to everyone, and shouldn't promote grinding. It wouldn't be about the "rich" if they made the upgrade costs reasonable and obtainable through normal questing.
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Old May 24, 2006, 09:09 PM // 21:09   #105
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abuse: farm mid-lvl areas for the crappy golds and non-max gold chests..... then hav ethem crafted to max
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Old May 24, 2006, 09:23 PM // 21:23   #106
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Quote:
Originally Posted by jimmyhats
abuse: farm mid-lvl areas for the crappy golds and non-max gold chests..... then hav ethem crafted to max
Um. Isn't that the point? And I believe the original suggestion was to upgrade the base damage and not the mods attached to it.

Even if you could upgrade the mods, the cost of upgrading the weapon in this manner would be expensive enough plus adding in the 'can't salvage this weapon after upgrading' and the customization requirement, I wouldn't see any abuse in it. If you have the money, just upgrade the first axe you find from Ascalon all I care, the upgrade cost would be higher than just buying the max weapon.
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Old May 24, 2006, 10:18 PM // 22:18   #107
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Wow, amazing idea. This would take away most of the grind, and end the days of the weapons that sell for 100k + 100 ectos.

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Old Nov 14, 2006, 10:57 AM // 10:57   #108
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Actually, I had thought about this before but I was hoping that ANet would implement this if they ever decided to have 'life-skills' for GW. Perhaps a Weaponsmith track that a character can take up for crafting physical damage weapons or shields. My perspective as below:
  1. A Weaponsmith can craft, imbue and reforge physical damage weapons/shields.
  2. A Weaponsmith can only craft base 'white' items (i.e. he can make a 'clean' Jade Sword, which currently is only available in Factions campaign). Crafting requires common, rare materials and collectable drops. Crafting will not fail, however, higher ranks will yield better requirements, damage/armor. For better requirements after crafting, reforging can be tried. Crafted items always yield the tag 'Crafted' as with infused armor.
  3. A Weaponsmith can imbue additional properties into any physical damage weapons/shields such as 15<50%, etc. Imbuing requires rare materials. For the sake of aligning to Nightfall, perhaps imbuing could be done by another 'life-skill' specialist who can do inscriptions while crafting always yield an inscribable item. Imbuing will never fail but higher ranks will yield better amounts in property. Re-imbuing is possible. Depending on ranks, imbuing can obtain blue, purple, gold but never green as its item color.
  4. A Weaponsmith can reforge any physical damage weapons/shields into a higher damage/armor item, however, doing so will increase the amount of requirement (if done at lower ranks of craftmanship) and the amount of increase is random (it will be an increment however). Reforging requires only common materials but has a chance to fail.
  5. Amount of materials used depends on item working on. Crafting rarer items shouldn't be expected to be too cheap. For e.g. Jade Sword requiring Jadeites, Elemental Sword requiring rubies and sapphires, Fiery Dragon Sword requiring Glowing Hearts, Steel, Lump of Charcoals, etc....
  6. For each weapon/shield worked on by a character for him/herself or for another player (as a paid service using another interface when they reach an acceptable rank), a character gains points (crafting, imbuing) and ranks up.
  7. The number of points and ranks affect how effective each attempt at crafting is.
  8. When reforging fails, the item is not destroyed but crafting materials is spent.
  9. Crafting, imbuing and reforging requires skills that need to be learnt from a trainer who knows the skills (NPC or PC) and for a fixed amount of gold determined by ANet. For e.g. if a character wants to craft Icy Dragon Sword, he needs to learn from someone who knows how to. Certain skills require the appropriate rank to be reached before it can learnt. The rarer the item, the more ranks needed as well as more 'school-fees'.
  10. When doing crafting for another player, only gold is paid while the crafter needs to use his own crafting materials. Price is negotiated between the 2 players and gold is auto-accepted upon success.
  11. Crafted weapons/shields should have a fixed sale value to NPCs (perhaps 125g for more common items and more for rarer) and reforged items should not have a changed in such sale values. All crafted items should also have the lowest requirement set at 9 or 10.
  12. Only looted or crafted items can be reforged.

I think the idea of smithing is good but getting an NPC smith to do it isn't really adding much of a variety. In Nightfall, with inscriptions, going to an NPC to smith isn't all that necessary now.

/notsigned

EDIT: I changed abit to clean up my suggestion.

Last edited by birdfoot; Nov 14, 2006 at 11:13 AM // 11:13..
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Old Nov 14, 2006, 11:37 AM // 11:37   #109
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Good idea however why would you farm a high lvl area when you can farm a low lvl area and then upgrade them to max damage? to much room for abuse hwoever nice idea.

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Old Nov 14, 2006, 09:21 PM // 21:21   #110
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The only thing i think you're off on is the requirement going up. If anything you should be able to pay for the requirement to go down if its above 9. with it bottoming out at 9, just like all the other crafted weapons.
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Old Nov 14, 2006, 09:57 PM // 21:57   #111
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Old Nov 14, 2006, 10:00 PM // 22:00   #112
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Quote:
Originally Posted by The Silver Star
why would you farm a high lvl area when you can farm a low lvl area
Because Mursaat Hornbows and Dwarven Axes don't drop in Nolani Academy (for example).

/signed, as long as the many suggestions to prevent abuse of the system are also implimented.
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Old Mar 13, 2007, 12:03 AM // 00:03   #113
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the break idea should be used, give people a second thought whether they should really upgrade it.
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Old Mar 13, 2007, 02:28 AM // 02:28   #114
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I have seen in another game, an item that was designed into an 'expansion', that was a class specific weapon that the damage increased as your attributes for it increased. Much like the armor on the heros. A bow will increase in damage and range as you add to, for example, expertise and marksmanship. (A possible primary class specific quest item?)
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Old Mar 13, 2007, 02:51 AM // 02:51   #115
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Old Mar 13, 2007, 10:18 AM // 10:18   #116
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Old Mar 13, 2007, 01:29 PM // 13:29   #117
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I think I'm going to merge some ideas.

To take a 2-4 axe and make it customized and max damage is not a good idea. Lets make it so that you can only add 5 base-max damage. So a 2-4 axe could only be upgraded to 6 (Because axes lower end is 6)-9. It would cost 5K to do this. Than, like LifeInfusion said:
"(6-5)+ (28-8)=21
21 difference
divide that by half =10.5

add to current req. of 1 =11.5 req. or 12 req (round to nearest)"
Maybe it would cost another 1K per added req point.
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Old Mar 13, 2007, 02:25 PM // 14:25   #118
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I agree as long as doing this makes the weapon customized to the character (and his/her heroes) also, if the item is customized in the process, there is no real need for the requirements to change...

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Last edited by Ferret; Mar 13, 2007 at 02:28 PM // 14:28..
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Old Mar 13, 2007, 06:02 PM // 18:02   #119
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Here´s a system I thought tha would work:
http://www.guildwarsguru.com/forum/s....php?p=2604073

And here's another one about weapon crafters:
http://www.guildwarsguru.com/forum/s...php?t=10126980

Last edited by MithranArkanere; Mar 13, 2007 at 06:23 PM // 18:23..
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