Jun 02, 2007, 11:20 AM // 11:20
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#22
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Krytan Explorer
Join Date: Jun 2006
Location: Cape Town, South Africa
Guild: The Crazy Dragons [TCD]
Profession: E/Mo
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/notsigned
Tenshi has a point
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Jun 02, 2007, 01:12 PM // 13:12
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#23
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Hm.... if the 'Costumized' property made the baseitem indstrcutable... but all mod losts in salvage failure, that would work...
For example...
You have a sword, you don't customize it, you try to salvage, you fail. Sword destroyed.
You have a sword, you customize it, you try to salvage, you fail. Sword not destroyed, but all mods and inscriptions lost, leaven a 'clean' empty customized weapon with no upgrades.
But only for customized ones.
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Jun 02, 2007, 07:48 PM // 19:48
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#24
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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well that is better mithran its still kinda meh.... really i do not think this is broken so dont fix it.
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Jun 03, 2007, 04:10 AM // 04:10
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#25
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Returning after a 50 month break. Hi.
Guild: None
Profession: R/
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Sounds like a decent idea, although personally I would prefer it if this wasn't implemented but instead you are able to damage and repair items, for example the base salvage rate could be changed from 50% retain item, 50% destroy to 50% retain, 20% damage, 30% destroy (with each rank of Wisdom adding 1.5% to retain and 0.5% to damage chances).
Then damaged items/armour would be unusable until repaired at a certain type of NPC for a varying price, possibly based on the item's perceived rarity, for example;
Whites cost 50g to repair
Blues 150g
Purples 500g
Golds 1000g
Or if Anet wanted to make things harder to themselves to more balanced the repair fee for any item with a req of >7 would have it's repair charge based on the skin rarity, which Anet should know =P
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Jun 03, 2007, 04:22 AM // 04:22
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#26
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Wilds Pathfinder
Join Date: Apr 2005
Guild: Warrior Nation [WN]
Profession: N/Me
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/signed for armor
/dunno for weapons
_Zexion
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Jun 04, 2007, 12:38 AM // 00:38
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#27
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Academy Page
Join Date: Aug 2006
Guild: Clan MacLaren
Profession: W/Mo
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Quote:
Originally Posted by tenshi_strife
*cough*Wisdom title*cough*
so do you want to bone those poor guys who got the wisdom title to have a better chance of not destroying their items.... hum i see very fair.....
if you cant tell im /notsigning cause you need to think about what your saying.... and btw the cons are numerous think about it
Cons:
Mods value drops to near nothing.
Why buy expert salvage kits just use this and use a reg salvage kit its cheaper.
Wisdom track = useless.
A new inscription to over farm, can you say 2k per indestructible inscription.
makes everything too easy, game losses depth and becomes very very lame.
just think about the other side and not just that you want a free and easy way to keep your shit.....
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he's definately right, ppl.
/definately 100% NOT SIGNED
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Jun 04, 2007, 12:41 AM // 00:41
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#28
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Academy Page
Join Date: Aug 2006
Guild: Clan MacLaren
Profession: W/Mo
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Quote:
Originally Posted by MithranArkanere
Hm.... if the 'Costumized' property made the baseitem indstrcutable... but all mod losts in salvage failure, that would work...
For example...
You have a sword, you don't customize it, you try to salvage, you fail. Sword destroyed.
You have a sword, you customize it, you try to salvage, you fail. Sword not destroyed, but all mods and inscriptions lost, leaven a 'clean' empty customized weapon with no upgrades.
But only for customized ones.
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MITHAN UR IDEA SUCKS! THINK ABOUT LOSING A 20/20 MOD OR A +30HP
btw, NOT SIGNED AGAIN!
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Jun 04, 2007, 06:38 AM // 06:38
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#30
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Ascalonian Squire
Join Date: Jul 2006
Guild: We Make People [Dead]
Profession: Mo/
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/signed for both (Alt B)
Works our for those worried about their wisdom/treasure titles, and has the same idea. I personally liked the original idea, and you worked out almost all the flaws that people came up with...but since people still had problems with it alt B gmv (only problem I see with this idea in general is the uber rare skins would be more expensive when found "Indestructible", but meh)
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Jun 04, 2007, 10:22 AM // 10:22
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#31
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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yawg, for being to quick to jump the gun on trolling posts your sure one to talk.
idea a wont work because sheilds and foci ARE customized, pvp reward items for example. and why shouldnt foci/sheilds be customized? you do know the customization was just the pve counter to pvp premade weapons right?
and your second idea is still not usefull, your just trying to find a way to not loose that req8 uber sword or whatever. i cant see anet doing this, becuase either the mod stacks with wisdom and hunter, which is too much. or you have to define which is first, is wisdom+hunter bonus before the mod or not?
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Jun 09, 2007, 02:52 PM // 14:52
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#32
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Furnace Stoker
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Quote:
Originally Posted by Stupid Shizno
idea a wont work because sheilds and foci ARE customized, pvp reward items for example. and why shouldnt foci/sheilds be customized? you do know the customization was just the pve counter to pvp premade weapons right?
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Shields and foci AREN'T generally customized, there are only a few exceptions that don't matter... My suggestion applies only to some gold droppable items.
Why even talk about those 'red' PvP reward items here when they already ARE fully remoddable by the item creation interface?
Customization was a pve counter to pvp premade weapons? lol wtf are you even talking about? Customization existed in GW long before something like a pvp character even existed, back when PvE chars were the only option. The only point of customization was prevention from flooding the market.
I said Shields and foci shouldn't be customized because they never were, and there would be no benefit of doing it. With a small exception:
UPDATE:
alternative A fix:
*Weaponsmiths can now customize shields and focus items, the only benefit from doing it is the "Indestructible when customized" property.
this actually makes sense, problem removed.
Quote:
Originally Posted by Stupid Shizno
and your second idea is still not usefull, your just trying to find a way to not loose that req8 uber sword or whatever. i cant see anet doing this, becuase either the mod stacks with wisdom and hunter, which is too much. or you have to define which is first, is wisdom+hunter bonus before the mod or not?
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My second idea (Alternative B) wasn't meant to be useful! It's a NERF to the original idea and it's LESS usefull than it.
And what 'stacking' are you talking about? Not understood how the mechanic would work? So i repeat:
Original Idea: an indestructible item has a set 0% chance of breaking while salvaging a mod from it.
Alternative B: an indestructible item has a set 0% chance of breaking while salvaging a mod from it, BUT instead you have a chance that the mod being salvaged will break. This breaking chance is exactly the same as the current 50% - 3% for every point of Wisdom - 3% for every point of TreasureHunter
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Jul 17, 2007, 03:49 PM // 15:49
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#33
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Furnace Stoker
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I haven't seen any discussions or ideas on improving the boring item system for quite a long time, so i bring up my tiny idea up for more discussion.
I must say I'd really like to see it in game, a smallest possible change which doesn't unbalance anything but makes things more interesting (and about armors, makes them very convenient to use, just like heros' are)
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Jul 17, 2007, 03:51 PM // 15:51
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#34
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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ONLY if the item is customized.
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Jul 18, 2007, 06:32 AM // 06:32
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#35
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Lion's Arch Merchant
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/Signed for the following specifics
Armor crafters can bestow the indestructible quality on armor for a price (5k per piece sounds reasonable) - they no longer risk being destroyed when salvaging an insigina or rune, but are still destroyed when salvaging materials.
Weapon smiths can now customize foci and shields - there is no benefit other than the option to make them indestructible (see below).
Weapon smiths can bestow the indestructible quality on customized weapons, foci, and shields for a price (again, 5k per sounds reasonable) - they no longer risk being destroyed when salvaging an inscription or modifier, but are still destroyed when salvaging materials.
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Jul 18, 2007, 08:44 AM // 08:44
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#36
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Tenshi Strike makes a good point.
I'd only sign it if it were only available as a reward to a mission objective. So, if a person had completely indestructable armor and weapons, it is only because he played the game 8 something times and completed the quest 8 times. Doesn't really provide an advantage in pvp or pve, and if people really want to waste their time doing that, because they're too stupid to wait until they have the better rune they'd want to place into their favorite armor.. by all means.
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