Jul 20, 2005, 05:53 PM // 17:53
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#21
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Arton
You could unlock different Hilts and Blades like you do runes and upgrade components. When it's unlocked it is available to be crafted at the Blacksmith. Special quests could unlock the rare hilts and blades or hafts or bows, etc...
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I agree, however, the ones you purchase should be customized. If I unlock a +30 Fortitude I could make some easy cash buying them and selling them off to other characters.
But it should be allowed. How fair is it that I can unlock something, and then fail to salvage it... but if I want to PvP, no worries there.
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Jul 20, 2005, 05:53 PM // 17:53
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#22
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Krytan Explorer
Join Date: Jun 2005
Guild: The Wandering Gits
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Meh. I'd just screw up and accidentally salvage it anyway...
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Jul 20, 2005, 06:25 PM // 18:25
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#23
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Kingston, Ontario, Canada
Profession: A/W
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We have to be careful here, we, at least I, am not suggesting a replacement for the weapon system already in place. All I am suggesting is a method of customizing the LOOK of a weapon, without loosing its ablility to compete with dropped items in the game. Who would want a completely cool looking weapon that is completely usless because it inflicts 15 dmg with no % of conditions on the attack.
Maybe simply having the "Blacksmith" customize the weapon without changing its inate abliltys, it simply changes its appearence according to the slections made by the player and choices available. As the game progresses the options become wider and more exotic, of course the progression of the char is associated to the last cut screen activiated by the completion of a mission, not level, not geographic location. Both eliminates runners from accessing materials. Once an ACCOUNT, not character, has completed the game all options are available, therefore not forcing repeated linear playing of the storyline over and over and over again.
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Jul 20, 2005, 06:31 PM // 18:31
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#24
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Ascalonian Squire
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I feel that for customization, you should have to unlock the different looks for each class, and not just completeing the game once. This would mean that those people who like playing warriors for example and have a lvl 20 warrior can have a cool custom sword that a person that has a 20 monk and a lvl 4 warrior cant copy.
Or maybe make it unlockable and have "Elite" looks that require the actual character to unlock those through quests.
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Jul 20, 2005, 08:02 PM // 20:02
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#25
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Ascalonian Squire
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I'd be all for an epic quested weapon that was long and involved. To balance out the use of it, make the user have to equip special skills that can only be used for the epic quested weapon.
For instance, if the superweapon makes you hit faster . . . that is the same effect as flurry or something . . . this takes away one of your skill slots to equip it . . . as with using a pet for a beastmastery build.
If your superweapon makes you hit faster and can also cause an interrupt . . . the superweapon will be considered an "elite skill" and you can equip no other elite skills when you are weilding it.
If a person unequips his weapon during a mission, they basically will have two unusable skill slots to their disadvantage.
To balance pvp, create a new mesmer disarm skill that will not allow the use of any "epic weapon" skills for a set amount of time.
Could maybe work then?
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Jul 20, 2005, 08:05 PM // 20:05
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#26
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Frost Gate Guardian
Join Date: Jun 2005
Location: Michigan
Profession: W/Mo
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I'm liking the Weaponsmith ideas in this thread. For swords:
- A default set of blades, hilts, pommels and upgrades are available at the beginning of your warrior's career. These can be mixed and matched to create your own unique weapon.
- As you level (or reach certain outposts/towns) the weaponsmiths will have a broader range of component parts and upgrades from which to choose. They become more expensive as they are unlocked (components in group one are 250g each, group two's are 500g each, etc.)
- Elite component parts and upgrades can be unlocked through item drops much like the current system. You have to give the weapon you just found with the part you want to the smith for him to have it in his crafting menu. Once in his menu that component/upgrade is available as a choice for you from that point on.
- The purchased weapon becomes customized to your character like armor, but can still be salvaged. This will prevent the sale of these weapons for use by others, but it can still be sold or salvaged for materials once you're ready to have another weapon crafted. Perhaps you could use your old crafted weapon as a trade-in on your new crafted weapon, reducing the price of the new one by a percentage of the cost of the old one.
The only thing wrong with an advanced weaponsmith is unless the weapons he crafts have some sort of damage mod like the much-coveted 15% over 50% weapons they may not be as desired as the weapons currently in the game. I'm not really sure how to get around that one...
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Jul 20, 2005, 08:37 PM // 20:37
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#27
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Jungle Guide
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Quote:
Originally Posted by Ba Ne
I'm liking the Weaponsmith ideas in this thread. For swords:
- A default set of blades, hilts, pommels and upgrades are available at the beginning of your warrior's career. These can be mixed and matched to create your own unique weapon.
- As you level (or reach certain outposts/towns) the weaponsmiths will have a broader range of component parts and upgrades from which to choose. They become more expensive as they are unlocked (components in group one are 250g each, group two's are 500g each, etc.)
- Elite component parts and upgrades can be unlocked through item drops much like the current system. You have to give the weapon you just found with the part you want to the smith for him to have it in his crafting menu. Once in his menu that component/upgrade is available as a choice for you from that point on.
- The purchased weapon becomes customized to your character like armor, but can still be salvaged. This will prevent the sale of these weapons for use by others, but it can still be sold or salvaged for materials once you're ready to have another weapon crafted. Perhaps you could use your old crafted weapon as a trade-in on your new crafted weapon, reducing the price of the new one by a percentage of the cost of the old one.
The only thing wrong with an advanced weaponsmith is unless the weapons he crafts have some sort of damage mod like the much-coveted 15% over 50% weapons they may not be as desired as the weapons currently in the game. I'm not really sure how to get around that one...
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I like this idea. Customization, upgradeable, unique to player design idea (throw in different looks and color options).
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Jul 21, 2005, 03:27 PM // 15:27
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#28
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Kingston, Ontario, Canada
Profession: A/W
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These are all good ideas, as said before there are many different variations to these ideas, I guess we can only hope anet is watching an adopts them for use ingame. Keep em coming guys, we keep this alive and eventually Gaile or someone will see.
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