Jul 25, 2006, 08:48 PM // 20:48
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#1
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Academy Page
Join Date: Dec 2005
Location: Ministry of Love
Profession: W/Mo
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Weapon Mods 2.0
Weapon Mod’s 2.0
This will act as an extension to the current way weapon mod’s are handled and applied, to weapons. It will also double as a new mechanic to ease the movement of Role-playing Characters into PvP Characters. And lastly, the change will triple as a gold sink.
What I would like to recommend, is sockets, those crazy things from the Diablo 2 series. I searched for awhile and after using thesauruses dot com I realized that socket is the best way to describe what I am aiming for, so sorry for ripping off a Diablo 2 term.
Basically, a couple new NPC’s would show up in the Great Temple of Balthazar. I placed them here for 2 reasons. The first being the change really is geared towards getting players PvP ready and the other is that anyone from any chapter would of course have access to them.
The first new NPC would be;
Generic Name [Socket’s]
And the other;
Generic Name [Weapon Upgrade’s]
The job of the first one would be to turn any pre-existing max weapon/staff mod into a “socket able” one. (Note, only perfect mods are eligible to be converted, sund20(20%) could be, while sund20(15%) could not.)
While the job of the second is to convert weapons and staff’s to hold the sockets.
The cost for turning a mod into a socket is 1,000 gold.
The cost for upgrading a weapon is 5,000 gold.
What bonus would you gain from this?
The ability to add and then remove mods from weapons and staff’s, while retaining the actual mod.
As far as getting the sockets into and out of the weapons / staffs a simple window interface can be opened, where you place the weapon along with the desired mod’s and viola! They are added.
Of course, you wouldn’t be able to apply a mod that doesn’t fit the target weapon. Meaning, no sundering mods for your staffs.
For those wondering about possible abuse, don’t fret. Weapon sockets should and would need to follow the same guild lines as skills. Only change in towns or outposts.
One other thing I would like to mention is the ability to add a socket trader. It would be (in my opinion anyway) much easier to implement a trader for weapon mods, if it only dealt with perfect/max sockets. Having each item listed 20 separate times for each change in % would be a nightmare, this may help implement a mod trader while alleviating the head-ache of listing Sword – Sundering (X%) 20 times over.
While I did not specifically mention it, this could also be carried over to shield’s very easily. And again, please note, that this would be an entirely different way to handle the weapon mods, the current way would still be in effect this would act as an extension for those that wish to be more flexible weapon mod wise.
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Jul 25, 2006, 09:15 PM // 21:15
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#2
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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I'm not sure I follow.
Mods(but only perfect mods) are removable from your weapons via a NPC, and can be placed on other weapons like now, except 100% chance of getting the mod out again?
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Jul 25, 2006, 09:33 PM // 21:33
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#3
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Krytan Explorer
Join Date: Aug 2005
Location: Switzerland
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That will muck up the upgrade economy...
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Jul 25, 2006, 09:35 PM // 21:35
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#4
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Academy Page
Join Date: Dec 2005
Location: Ministry of Love
Profession: W/Mo
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Quote:
Originally Posted by Align
I'm not sure I follow.
Mods(but only perfect mods) are removable from your weapons via a NPC, and can be placed on other weapons like now, except 100% chance of getting the mod out again?
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Find a perfect vamp bow string.
Find a perfect bow. (stats here dont matter, just perfect for you)
Take your bow, have sockets added for 5k.
Take the string, turn it into a socket for 1k.
You can add and remove the vamp socket forever.
Your basically turning a one time use item, into an unlimited use item. For 2 small fee's, one for each item, plus another for each weapon.
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Jul 25, 2006, 10:31 PM // 22:31
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#5
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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Much clearer.
Although I don't recall gems being removable in D2...
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Jul 25, 2006, 11:05 PM // 23:05
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#6
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Academy Page
Join Date: Dec 2005
Location: Ministry of Love
Profession: W/Mo
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Quote:
Originally Posted by Align
Much clearer.
Although I don't recall gems being removable in D2...
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Ah quite right you are
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Jul 26, 2006, 12:09 AM // 00:09
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#7
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Academy Page
Join Date: Dec 2005
Location: Ministry of Love
Profession: W/Mo
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Its been brought to my attention, this would flood the market with perfect salvagable mods.
In an effort to NOT kill the market on mods, make both weapons that have slots added to them, and the sockets themselves customized to the player making them.
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