Creation Systems on 02/10/1999 10:34 AM CST
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Category: Suggestions and Improvements
Topic: Suggestions - Creation Systems
Author: DR-TREVERI
Posted: Feb 10, 1999 07:38:22


You are missing the point. The approach does not say that you can't forge
weapons, rather you just can't forge them as well as those who are experts
at it. Just like you can't make picks like those that are experts.

You're going to see this more and more. Tanning, will be a ranger skill
with significant bonus to the rangers. And there are other systems coming
for all guilds where the guild it is targetted at gets a significant bonus.

This is the compromise to having guild specific abilities without
completely cutting it off from the other guilds. Since all these systems
involve skills and your ranks in them, even those without the bonus will
someday be able to accomplish what the guild with the bonus can today...but
by then, the higher level members of the bonus'd guild will have moved on
to making even better items you can't.

Had I had my way, forging weapons would have been a Barbarian only skill
and forging armor would have been a Paladin only skill. Zoha over-ruled me
and this is what the result is. Looking back on it now, I think it was a
good call on Zoha's part, and that the system works.

Obviously there are going to be those that don't agree because they want it
all. Well, in this game you can't have it all. :)

Regards,

Treveri
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Creation Systems on 02/10/1999 07:59 PM CST
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Category: Suggestions and Improvements
Topic: Suggestions - Creation Systems
Author: DR-GONK
Posted: Feb 10, 1999 18:45:47

First off, a "Gonk Model" crafting system would have something to do with
casting pieces of green plastic and gluing them together. But since you
meant a skill basis along the lines of lockpick making, then let me explain
a few things.

For one thing, lockpick making was a thief only special skill for about a
year and a half, and therefore was made more guild specific than probably
any other creation ability will be in the future. For another, it was
<basically> the first guild creation abilty in the game, and like many
early systems, it didn't take into account the skill levels that players
would eventually reach. So it allowed players to "max out" at what would
today be considered mediocre skill levels.

More importantly, lockpicks are very simple little things, there just
wasn't that much room in the item itself to allow for any kind of
complicated gradations. If there had been more variation possible between
different picks, then I would have much preferred to use that, rather than
a massive straight guild bonus.

Weapons and armor on the other hand, are very (painfully) complicated
little items, with lots and lots of room to allow non-specialists to craft
decent items, while reserving the best stuff for the specialists. Belcor
and I are also taking great pains to allow players of all guilds to
steadily improve their forged items well into the stratosphere of skill
levels.
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