Aug 30, 2005, 01:15 AM // 01:15
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#21
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Um why not just get collector's items if it has to be customized anyway.
To stop the abuse of upgrading crystallines and such, you can just have it so that only certain types of weapons can be upgraded, and Underworld stuff not able (sort fo like collector's stuff not able to salvage).
You could always have a rare item as the cost for the upgarde as well. For example, one ectoplasm to upgrade.
Let's assume you have a 5-8 axe req. 1 that you want to be upgraded to 6-28 req ___.
You can always just use the difference in the totals to determine cost. That way it wold be more effective than a flat out one req = one damage up.
(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)
Last edited by LifeInfusion; Aug 30, 2005 at 01:20 AM // 01:20..
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Aug 30, 2005, 01:32 AM // 01:32
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#22
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Ascalonian Squire
Join Date: May 2005
Location: Friemersheim, Germany
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Amazing idea.
But I agree with viet, the blacksmith shouldn't be able to improve a 2-4 axe to an axe with max-values. Firstly there should be a limit, maybe only five points for min- and max-value. You can explain it with the quality of raw materials. The iron of a 2-4 axe isn't good enough for a 6-28 axe. So the maximum for a 2-4 axe would be 7-9.
And secondly it should require gold and raw materials. Improving the weapon should also require more and more gold and raw materials as closer the item gets to the max-values. Any ypu shouldn't (or can't) be able to improve both values (min and max) at one time, because both values are increasing with different speeds (min-damage of an axe ends with 6 but the max-damage reaches 28).
And to agree with claymore, the blacksmith should be able personalize weapons with a name for the weapon and maybe decorations.
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Aug 30, 2005, 05:13 AM // 05:13
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#23
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Krytan Explorer
Join Date: May 2005
Guild: nova
Profession: Me/E
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it should be a set value upgrade. And you should only be allowed to upgrade the weapon once or twice.
Also the requirement on a weapon should increase with each upgrade.
What I would like to see is the ability to change the Required Attribute on a weapon.
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Aug 30, 2005, 12:39 PM // 12:39
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#24
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Lion's Arch Merchant
Join Date: May 2005
Location: Chicago,IL
Guild: The Knights Of Temerity
Profession: R/Mo
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Quote:
Originally Posted by viet
i disagree. i dont want the smith to be able to max damage a lesser item.
maybe he can sharpen it to make a low end item, a moderate....
say a 3-6 dam sword to 4-7... or 4-9.
*also there would be a chance that the smith Broke your item.
2% break
5-10% can not upgrade...
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I like the idea from the OP, but only as long as it's like this. IMPROVING a weapon is better that maxing it. 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. Customizing it would also be a great idea, since the chance of someone selling a newly improve weapon is obvious without it.
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Aug 30, 2005, 01:49 PM // 13:49
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#25
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Kingston, Ontario, Canada
Profession: A/W
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I Like Viet's Idea of a percent to break, and the limited ability to improve low end weapons. Yes taking a 2-4 axe all the way to the end just by improving the base damage along the way kinda defeats the need for drops. But being only able to take a weapons to a certin limit of improvement is a great Idea. And just like armour, depending on where you "design" your weapon, IE droknors or yaks bend, will govern the base damage for the weapon.
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Aug 30, 2005, 01:53 PM // 13:53
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#26
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Quote:
Originally Posted by Claymore
And just like armour, depending on where you "design" your weapon, IE droknors or yaks bend, will govern the base damage for the weapon.
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I forgot to add that in my previous post.
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Aug 30, 2005, 02:48 PM // 14:48
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#27
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Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
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Funky idea, but devs may disagree as you dont "discover" things but rather manufacture them. But perhaps an adaptation of your idea, such as Ascalon weapon crafters can modify a bow to say mx dmg of 9-13
Lions Arch crafters have the skill to modify a bow to 12-24 and drok crafters have the skill to max out a bow 15-28. So a newcomer couldnt get a mx dmg bow straight off the get go. But I do like the idea, I've had choas axes and stormbows 1 point shy of mx dmg and I always wished I could later it, just a little.
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Aug 30, 2005, 02:50 PM // 14:50
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#28
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Wilds Pathfinder
Join Date: Feb 2005
Guild: Divine Guardians of the Soul (Soul)
Profession: Mo/E
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I like the idea, and i think it should be quite expensive.
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Aug 30, 2005, 03:56 PM // 15:56
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#29
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Kingston, Ontario, Canada
Profession: A/W
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Quote:
Originally Posted by Seissor
Funky idea, but devs may disagree as you dont "discover" things but rather manufacture them. But perhaps an adaptation of your idea, such as Ascalon weapon crafters can modify a bow to say mx dmg of 9-13
Lions Arch crafters have the skill to modify a bow to 12-24 and drok crafters have the skill to max out a bow 15-28. So a newcomer couldnt get a mx dmg bow straight off the get go. But I do like the idea, I've had choas axes and stormbows 1 point shy of mx dmg and I always wished I could later it, just a little.
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Previous post have suggested that the weapons would be customized for that char that creates it so no selling of crafted weapons would happen.
Also the stepping of the max damage available by location has been brought up, another point that I though of was the req for the weapon should go up as well.
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Aug 30, 2005, 04:17 PM // 16:17
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#30
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Great idea, imo... should limit the improvement on any item as previously mentioned, no more than a handful of points improvement.
Here's something a little more realistic (and certain not to find favor...) improving the weapon increases the skill level required to use, as well as comes at a cost.
There needs to be a reason to reconsider beyond cost.
Quote:
Originally Posted by claymore
Also the stepping of the max damage available by location has been brought up, another point that I though of was the req for the weapon should go up as well.
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How's that for timing.
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Aug 30, 2005, 04:31 PM // 16:31
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#31
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Krytan Explorer
Join Date: May 2005
Location: Australia
Guild: Savior Of Souls
Profession: W/E
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I agree with the OP.
I also agree with the Custimisation first.
The req should go up with the item.
I see no reason to disallow getting a min weapon to max if it required gold and materials. Have each upgrade in stages as the faction works with the vamp mods etc.
/signed
Being able to upgrad the BASE stat with rare items such as rubies should also be worth consideration.
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Aug 30, 2005, 06:35 PM // 18:35
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#32
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Academy Page
Join Date: Jul 2005
Guild: Dudele Acre
Profession: W/R
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And if I were to bring my 13-21 dmg +15>50 sword to max dmg it's price would skyrocket! Maybe 'customised' items should loose their bonuses after the proces.
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Aug 30, 2005, 06:36 PM // 18:36
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#33
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Quote:
Originally Posted by Ari Veyes
And if I were to bring my 13-21 dmg +15>50 sword to max dmg it's price would skyrocket! Maybe 'customised' items should loose their bonuses after the proces.
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No no no... the weapon would have to be customized to you to upgrade, which makes it worthless to anyone other than you.
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Aug 30, 2005, 08:17 PM // 20:17
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#34
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Ascalonian Squire
Join Date: Aug 2005
Guild: Blackwind Soldier
Profession: W/Mo
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this would be good if they put a restriction in some town... or they could put special smith in small town ( like Ventari refuge) or on the way to a town.
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Aug 30, 2005, 08:38 PM // 20:38
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#35
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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I don't see the need to limit the amount of increase. If someone wants to upgrade the 2-4 axe they found to max damage it doesn't really matter if it was a 2-4 or a 5-26, either way they end up with a max damage weapon. If you are really set against it, how about use the idea above but modified - at each area the smith-type person can upgrade a weapon for you for a price (higher the farther you go) up to whatever the decided maximum is of that area - BUT - they refuse to work on anything below the max value of the previous region - too cruddy a workmanship. So you have to upgrade the 2-4 to a 5-12 in ascalon, then the crafter at yak's is willing to look at it (he requires a minimum of a 5-12 for example) and he'll bump it to a 5-15, and the guy in LA can imrove it etc... it makes it longer, but allows the role players to upgrade their weapon in reasonable ways, keeps it to the power level of the region they're in, allows anyone to take any visual style of weapon they like and max it out at a price.
And why would they have to be in a town? Ascalon settlement is a good spot for one for example - you could have a few scattered out as quet rewards - once you do the quest for a dwarf weaponsmith you meet alone in the southern shiverpeaks he'll max out a weapon you bring him (if it's good enough for him to work on) for a price.
Last edited by Epinephrine; Aug 30, 2005 at 08:41 PM // 20:41..
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Aug 30, 2005, 09:05 PM // 21:05
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#36
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Elite Guru
Join Date: Jan 2005
Guild: Idiot Savants [iQ]
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It would have the effect of increasing the value of "rare" weapons with gold and purple text and a good baseline mod (not upgrade).
Suddenly that 10-14 wingblade(a model I happen to like) with quick recovery from cripple and blind becomes an amazingly rare and valuable weapon. Remember it still has two free upgrade slots left.
If they did this it would be easier to get a weapon with a model you like, but harder to find the specific mods you want. Good tradeoff? I'm not sure.
Right now people don't value the inherent mod as much as they should- it's the only part of the weapon that's fixed. Gold text and fortitude upgrade parts keep most people happily grinding, which is fine. Weapons with good inherent mods are already hard to find and valued highly- this would push those already rare weapons' prices up even higher.
__________________
Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Aug 30, 2005, 09:08 PM // 21:08
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#37
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Sunshine
Join Date: Jul 2005
Location: The Wired
Guild: Daughters of Ananke
Profession: Mo/E
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I think it'd be fine, but, to prevent possible abuse, this should ONLY be allowed for customized items.
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Aug 30, 2005, 09:12 PM // 21:12
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#38
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Ascalonian Squire
Join Date: Jun 2005
Profession: R/Me
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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. You guys are hoping, if it went into effect, that it's not too expensive. That was demolish the economy. The economy is held up by players buying and selling weapons and such, but now let's say you changed that 10/10 into 10/10, and it costs 5k for some weaponsmith to do this, you end up with an extra 75k in your pocket. People would no longer buy or sell weapons, unless they're storm bows, sephis axe, etc.
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.
/not signed.
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Aug 30, 2005, 09:13 PM // 21:13
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#39
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Elite Guru
Join Date: Jan 2005
Guild: Idiot Savants [iQ]
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Quote:
Originally Posted by zehly
I think it'd be fine, but, to prevent possible abuse, this should ONLY be allowed for customized items.
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Good suggestion.
One possible workaround I can see is a new trade cropping up. Instead of runners you'd have people hanging out in ascalon offering to take people's customized weapons to the ring of fire to "max them".
Customized items, as far as I know, can still be traded, but they can only be equipped by the original owner. There's nothing to prevent trading it to another person. And for anyone with a character at the end of the game and access to storage they could easily drop the weapon into storage and pick it up on their endgame character.
Also, if this were to happen you'd have to find some way to make minimum requirements more meaningful- otherwise presearing no requirement weapons would take a huge jump in value. (Can you say farming presearing?)
__________________
Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Aug 30, 2005, 10:06 PM // 22:06
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#40
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Sound like a good idea but it won't happen just like getting armor crafted for you although you can do this in pre.
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