So there are a ton of really cool weapon and armor designs in the various shops throughout the realms, yet the majority of them never see the light of day, because forged arms are simply so much better, and very accessible.
With that in mind, how about a SimuCoin item that allows you to transmute the appearance of a particular weapon or armor onto another? For instance:
>tap helm with rod
You tap your crystal-topped transmutation rod against your dark steel helm shaped in the visage of a snarling dragon, and it’s enveloped by a bright light! As the light dims, you notice that the helm is gone; however you can see a tiny image of it within the depths of the crystal atop your transmutation rod.
>look rod
A runed silverwood rod topped by a clear crystal orb. As you peer into the orb, you can make out a dark steel helm shaped in the visage of a snarling dragon.
>tap other helm with rod
You tap your crystal-topped transmutation rod against your steel great helm, and it’s enveloped by a bright light! As the light dims, you notice that your steel great helm now appears to be a dark steel helm shaped in the visage of a snarling dragon.
The crystal atop your transmutation rod suddenly cracks, rendering it useless.
The item’s “look” description should remain unchanged (so you can still see who forged it), and maybe there should be an additional line when appraising, like “You believe this used to be a steel great helm before it was transmuted”. Also it should be limited to items with the same noun, although it’d be nice if for weapons, any item of the same template would do (i.e. you could transmute a pike with a lance, ranseur, etc.). For armor, the type, and the areas protected would have to match (so you couldn’t transmute half plate onto full plate, even though they have the same noun).
As a F2P currently, I would definitely invest in some of these, as from what I could gather at this last fest, F2P will pretty much never be getting alterations. So it’d be nice to have something a little cooler looking than “a steel longsword” or whatnot. Plus, I’m sure a lot of time and effort went into the descriptions of all these un-used weapons and armors, this would give them purpose again, and it’ll add some variety, maybe less people walking around with the same <metal> <weapon>, or <metal> <armor>.
Weapon/Armor Transmutation? on 06/09/2015 04:20 PM CDT
Re: Weapon/Armor Transmutation? on 06/09/2015 05:16 PM CDT
This is called Forgebinding and it exists but it is extremely rare because it is quite difficult and/or time consuming to do.
Don't forget to vote:
http://www.topmudsites.com/vote-DragonRealms.html
Don't forget to vote:
http://www.topmudsites.com/vote-DragonRealms.html
Re: Weapon/Armor Transmutation? on 06/09/2015 05:31 PM CDT
The last time I read a GM response it was basically that the process required a full-time GM to monitor, since people apparently messed it up quite often (bonded the stats of crap weapon to the looks of the forged one) somehow.
So they basically said that they would rather run full alterations, since it required undivided GM attention.
So they basically said that they would rather run full alterations, since it required undivided GM attention.
Re: Weapon/Armor Transmutation? on 06/09/2015 07:28 PM CDT
Well, that's a shame... was hoping that just altering the one line of the item's description was something simple, kind of like how the dyers work (or used to before all the good colors got removed...) "some half plate" becomes "some polished gold plate", nice and easy. No transferring of verbs or scripts or whatever else was involved in forgebinding, just the single line.
Ah well, guess there's always the Artistry craft, once that gets released.
Ah well, guess there's always the Artistry craft, once that gets released.
Re: Weapon/Armor Transmutation? on 06/09/2015 07:55 PM CDT
>>The last time I read a GM response it was basically that the process required a full-time GM to monitor, since people apparently messed it up quite often (bonded the stats of crap weapon to the looks of the forged one) somehow.
I don't think the system was ever released for players to do themselves, but I do recall GMs expressing concern that this would happen.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I don't think the system was ever released for players to do themselves, but I do recall GMs expressing concern that this would happen.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Weapon/Armor Transmutation? on 06/09/2015 08:20 PM CDT
> I don't think the system was ever released for players to do themselves, but I do recall GMs expressing concern that this would happen.
You could always add an extra adjective to show this was a player alteration. Shimmering, phased, glowing, shifting, enchanted, ect...
So that tyrium shovel would become an enchanted tyrium shovel.
Re: Weapon/Armor Transmutation? on 06/09/2015 08:29 PM CDT
>>You could always add an extra adjective to show this was a player alteration. Shimmering, phased, glowing, shifting, enchanted, ect...
That wasn't the concern.
The concern was that instead of taking your super duper looking bad stat weapon and giving it your boring looking tyrium weapon's stats you took your boring looking tyrium weapon and gave it your super duper looking but bad stat weapon's stats.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
That wasn't the concern.
The concern was that instead of taking your super duper looking bad stat weapon and giving it your boring looking tyrium weapon's stats you took your boring looking tyrium weapon and gave it your super duper looking but bad stat weapon's stats.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Weapon/Armor Transmutation? on 06/10/2015 07:34 AM CDT
>>The concern was that instead of taking your super duper looking bad stat weapon and giving it your boring looking tyrium weapon's stats you took your boring looking tyrium weapon and gave it your super duper looking but bad stat weapon's stats.
I do see why this is a concern, but it seems like a solution would be to allow "de-forgebinding" at a similar cost. Mistakes happen and are allowed (one of the beautiful things about DR), but you should be able to recover from them.
~Kashik
I do see why this is a concern, but it seems like a solution would be to allow "de-forgebinding" at a similar cost. Mistakes happen and are allowed (one of the beautiful things about DR), but you should be able to recover from them.
~Kashik
Re: Weapon/Armor Transmutation? on 06/10/2015 09:21 AM CDT
Re: Weapon/Armor Transmutation? on 06/10/2015 03:55 PM CDT
I think most MMOs have figured out by now what a tremendous money sink being able to make your character look like precisely the correct kind of pretty, pretty princess is.
It really is a shame stuff like forgebinding isn't available.
Thayet
Follow @thayelf on Twitter for absolutely nothing of any value whatsoever!
It really is a shame stuff like forgebinding isn't available.
Thayet
Follow @thayelf on Twitter for absolutely nothing of any value whatsoever!
Re: Weapon/Armor Transmutation? on 06/10/2015 06:49 PM CDT
>but it seems like a solution would be to allow "de-forgebinding" at a similar cost.
DR basically destroys the weapons and makes one new one. You could separate it, but what stats would you use for the look? What look would you use for the stats? Just slapping generic crossings on both are dangerous, since it could have been anything.
DR basically destroys the weapons and makes one new one. You could separate it, but what stats would you use for the look? What look would you use for the stats? Just slapping generic crossings on both are dangerous, since it could have been anything.
Re: Weapon/Armor Transmutation? on 06/11/2015 07:30 AM CDT
>>DR basically destroys the weapons and makes one new one. You could separate it, but what stats would you use for the look? What look would you use for the stats? Just slapping generic crossings on both are dangerous, since it could have been anything.
I've never written code for DR, but if it has features at all like most coding languages, the solution is to not destroy the information about the original weapons. Include both original weapons' information as arrays in the result's definition. (this is probably not how the IFE code is structured but it illustrates the point, I think)
It's entirely possible that's impossible in IFE, since it seems like it has odd quirks.
~Kashik
I've never written code for DR, but if it has features at all like most coding languages, the solution is to not destroy the information about the original weapons. Include both original weapons' information as arrays in the result's definition. (this is probably not how the IFE code is structured but it illustrates the point, I think)
It's entirely possible that's impossible in IFE, since it seems like it has odd quirks.
~Kashik
Re: Weapon/Armor Transmutation? on 06/11/2015 09:35 AM CDT
Re: Weapon/Armor Transmutation? on 06/11/2015 09:59 AM CDT
Item registration stores the data in a way that is not very useful for automation. Which isn't to say it couldn't be modified to work, just that as it stands this is not a quick solution.
Ultimately you're looking at quite a few GM hours and likely GM oversight over each individual item, at which point we might as well just offer alterations with the time being invested.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Ultimately you're looking at quite a few GM hours and likely GM oversight over each individual item, at which point we might as well just offer alterations with the time being invested.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Re: Weapon/Armor Transmutation? on 06/11/2015 01:17 PM CDT
I've just proposed such a thing for weapons to see what everyone's thoughts are. It is a complicated topic, and the mechanics wouldn't be trivial to implement. But I'd like to see this as a difficult enhancement that Artists were capable of.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Weapon/Armor Transmutation? on 06/11/2015 06:27 PM CDT
>>I do see why this is a concern, but it seems like a solution would be to allow "de-forgebinding" at a similar cost.
I don't think forgebinding works that way. My understanding is that once the data on an item changes, the old data isn't lingering in the shadows just in case. I actually think this is how all items work.
>>I've never written code for DR, but if it has features at all like most coding languages, the solution is to not destroy the information about the original weapons. Include both original weapons' information as arrays in the result's definition. (this is probably not how the IFE code is structured but it illustrates the point, I think)
My understanding is that this isn't as easy as you're making it out to be. There's a lot of stuff to take into account, like the fact that you're essentially doubling up the amount of storage every single item in the game needs to contain.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I don't think forgebinding works that way. My understanding is that once the data on an item changes, the old data isn't lingering in the shadows just in case. I actually think this is how all items work.
>>I've never written code for DR, but if it has features at all like most coding languages, the solution is to not destroy the information about the original weapons. Include both original weapons' information as arrays in the result's definition. (this is probably not how the IFE code is structured but it illustrates the point, I think)
My understanding is that this isn't as easy as you're making it out to be. There's a lot of stuff to take into account, like the fact that you're essentially doubling up the amount of storage every single item in the game needs to contain.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Weapon/Armor Transmutation? on 06/11/2015 07:12 PM CDT
Is there a reason not to just make both versions of the item?
Player hands the forgebinder NPC swordA and swordB and a bunch of plats. NPC hands back a sword with the stats of A and the look of B, and another sword with the stats of B amd the look of A. Now it's the players job to take care of the item they care about, just like any other special item.
Player hands the forgebinder NPC swordA and swordB and a bunch of plats. NPC hands back a sword with the stats of A and the look of B, and another sword with the stats of B amd the look of A. Now it's the players job to take care of the item they care about, just like any other special item.
Re: Weapon/Armor Transmutation? on 06/11/2015 08:59 PM CDT
If DR is written like anything else, any given item is a single weird slightly ephemeral database entry with a number of fixed feilds delimited by character length... and maaaybe inheriting from a higher entry.
And I don't want to speculate what gymnastics would be involved in automatically copying, storing, and recombinging selective data from two objects would take... no ellegance for sure.
>Forgive my snark, but welcome to the life of a warrior mage.
And I don't want to speculate what gymnastics would be involved in automatically copying, storing, and recombinging selective data from two objects would take... no ellegance for sure.
>Forgive my snark, but welcome to the life of a warrior mage.
Re: Weapon/Armor Transmutation? on 06/11/2015 09:04 PM CDT
>If DR is written like anything else, any given item is a single weird slightly ephemeral database entry with a number of fixed feilds delimited by character length... and maaaybe inheriting from a higher entry.
>And I don't want to speculate what gymnastics would be involved in automatically copying, storing, and recombinging selective data from two objects would take... no ellegance for sure.
Ya. Any time a GM talks about 'the code' it just sounds like any normal reference point players might have, even if you go back to cobol/fortran/etc. just...doesn't work.
>And I don't want to speculate what gymnastics would be involved in automatically copying, storing, and recombinging selective data from two objects would take... no ellegance for sure.
Ya. Any time a GM talks about 'the code' it just sounds like any normal reference point players might have, even if you go back to cobol/fortran/etc. just...doesn't work.
Re: Weapon/Armor Transmutation? on 06/11/2015 09:08 PM CDT
A lot of times it's more a question of ROI than actual impossibility. Most things I can think to do with GSL I could theoretically do, just some of the hoops I'd have to jump through (primarily due to the limits and quirks of how we store data) make me ill to contemplate.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Re: Weapon/Armor Transmutation? on 06/11/2015 09:11 PM CDT
What we have to do to make things work:
http://tinyurl.com/p3vm8y4
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
http://tinyurl.com/p3vm8y4
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
Re: Weapon/Armor Transmutation? on 06/11/2015 10:07 PM CDT
>> http://tinyurl.com/p3vm8y4
That path appears complex, but is actually a static, linear progression. I see it more like this:
http://tinyurl.com/pdlwg8b
I
"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
That path appears complex, but is actually a static, linear progression. I see it more like this:
http://tinyurl.com/pdlwg8b
I
"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
Re: Weapon/Armor Transmutation? on 06/11/2015 10:13 PM CDT
Maybe this?
http://tinyurl.com/q2lmfpf
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
http://tinyurl.com/q2lmfpf
-Raesh
"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
Re: Weapon/Armor Transmutation? on 06/11/2015 10:30 PM CDT
>> http://tinyurl.com/q2lmfpf
A confusing tangle of hard-to-follow redirects, ultimately filled with... Aye, that'll about do it.
I
"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
A confusing tangle of hard-to-follow redirects, ultimately filled with... Aye, that'll about do it.
I
"Q: This is stupid. / Work on something we actually need changed! / Why aren't you working on something I want you to work on?
"A: Kindly shut up." ~ GM Naohhi
Re: Weapon/Armor Transmutation? on 06/12/2015 07:51 AM CDT
>>the fact that you're essentially doubling up the amount of storage every single item in the game needs to contain.
I appreciate that this is technically true, and I buy that the I/O overhead for this might be a compelling argument, but when someone mentions storage costs for DR, man, it just doesn't cut the mustard for me. Did you know that the size of all multimedia files used in English wikipedia on May 2012 was 1.9 terabytes? You can get a 5 TB hard drive for under $200. (aka, about 10-15 subscribers) This game is composed entirely of text.
I buy the complexity and limitations of the code, though. IIRC, that's one of the big reasons DR 2 came about way back when was to make coding somewhat easier.
~Kashik
I appreciate that this is technically true, and I buy that the I/O overhead for this might be a compelling argument, but when someone mentions storage costs for DR, man, it just doesn't cut the mustard for me. Did you know that the size of all multimedia files used in English wikipedia on May 2012 was 1.9 terabytes? You can get a 5 TB hard drive for under $200. (aka, about 10-15 subscribers) This game is composed entirely of text.
I buy the complexity and limitations of the code, though. IIRC, that's one of the big reasons DR 2 came about way back when was to make coding somewhat easier.
~Kashik
Re: Weapon/Armor Transmutation? on 06/12/2015 08:49 AM CDT
>>I appreciate that this is technically true, and I buy that the I/O overhead for this might be a compelling argument, but when someone mentions storage costs for DR, man, it just doesn't cut the mustard for me.
It's not storage costs it's storage limits.
Even after DR2, GSL is a very conservative language for how we store data, partially due to DR's internal conventions ("All magic spells must do X Y Z to the character to signify being a magic spell.") and partially due to GSL just being GSL.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
It's not storage costs it's storage limits.
Even after DR2, GSL is a very conservative language for how we store data, partially due to DR's internal conventions ("All magic spells must do X Y Z to the character to signify being a magic spell.") and partially due to GSL just being GSL.
-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
Re: Weapon/Armor Transmutation? on 06/12/2015 09:40 AM CDT
Re: Weapon/Armor Transmutation? on 06/13/2015 10:02 AM CDT
DR's engine has the equivalent of the 640K DOS conventional memory limit in 100 different areas. 12 of which we know of :P
But I have proposed the idea and do think I have a way to get it done. We just need to see where it leads.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
But I have proposed the idea and do think I have a way to get it done. We just need to see where it leads.
"I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit theories instead of theories to suit facts."
- Sir Arthur Conan Doyle, Sherlock Holmes
Re: Weapon/Armor Transmutation? on 02/09/2016 09:10 PM CST
Been thinking more about this idea lately, and another thought came to mind... what about an illusionist alterer? Basically he's putting a glamour on your weapon/armor to make it look like an existing one. Normal list mechanic, but it'd be quick, cause basically you show up with two items, he asks which should be which, and bam, you're done. Weapon 'A' now looks like Weapon 'B', and Weapon 'B' is gone. Weapon 'A' retains it's old LOOK, maybe an extra line "this weapons appears to have been glamoured...", something like that. Maybe allow F2P access to this alterer if they purchase a glamour ticket, 100 SimuCoins or something.
So in one fell swoop, you've created a new microtrans, made a little bit of a money sink (people might actually go buy stuff from NPC stores!), and got some of the awesome old weapon/armor designs back into the game. All using the normal alteration mechanics, so really the only cost here is to have someone run the merchant.
And the idea here would be speed of course, so if you didn't have your items ready, boom, out you go, back of the line. Without wasting your SimuCoin-purchased ticket, of course.
As far as what is an allowable "match", I was thinking go by noun, but then that rules out a lot of gear, for instance a lot of old items were "armor". Some plate armor, some lamellar armor, etc. I don't think any of the new armorsmithing templates are "armor"? So maybe just boil it down to "must protect the same areas of the body, and must be the same type (light/chain/brig/plate)". And with weapons, perhaps allow the nouns to be changed here as well, but with the restriction that it must be the same actual weapon type (so you can't match a pike-type polearm with a halberd-type polearm), and their highest damage type must be the same. So you could actually illusion a hand axe onto a scimitar, but not a rapier onto a scimitar.
Anyhow, really I'm just tired of all the boring steel <blanks> out there, when there are so many cool items at fests, and heck even in just regular every day shops, that nobody would ever use because they're just rubbish statistically. And this would be a pretty painless way of implementing it. Unless of course, the proposal that was mentioned back in June is already in the works, in which case, nevermind!
So in one fell swoop, you've created a new microtrans, made a little bit of a money sink (people might actually go buy stuff from NPC stores!), and got some of the awesome old weapon/armor designs back into the game. All using the normal alteration mechanics, so really the only cost here is to have someone run the merchant.
And the idea here would be speed of course, so if you didn't have your items ready, boom, out you go, back of the line. Without wasting your SimuCoin-purchased ticket, of course.
As far as what is an allowable "match", I was thinking go by noun, but then that rules out a lot of gear, for instance a lot of old items were "armor". Some plate armor, some lamellar armor, etc. I don't think any of the new armorsmithing templates are "armor"? So maybe just boil it down to "must protect the same areas of the body, and must be the same type (light/chain/brig/plate)". And with weapons, perhaps allow the nouns to be changed here as well, but with the restriction that it must be the same actual weapon type (so you can't match a pike-type polearm with a halberd-type polearm), and their highest damage type must be the same. So you could actually illusion a hand axe onto a scimitar, but not a rapier onto a scimitar.
Anyhow, really I'm just tired of all the boring steel <blanks> out there, when there are so many cool items at fests, and heck even in just regular every day shops, that nobody would ever use because they're just rubbish statistically. And this would be a pretty painless way of implementing it. Unless of course, the proposal that was mentioned back in June is already in the works, in which case, nevermind!
Re: Weapon/Armor Transmutation? on 02/09/2016 09:33 PM CST
>https://elanthipedia.play.net/mediawiki/index.php/ForgeBinding
The GMs have said this is equal/more intensive than a 'normal' alteration, and cannot/do not want to automate it.
The GMs have said this is equal/more intensive than a 'normal' alteration, and cannot/do not want to automate it.
Re: Weapon/Armor Transmutation? on 02/09/2016 09:50 PM CST
<<>https://elanthipedia.play.net/mediawiki/index.php/ForgeBinding
The GMs have said this is equal/more intensive than a 'normal' alteration, and cannot/do not want to automate it.>>
Right, but I'm not talking about transferring the stats of weapon 'A' to your unique verby weapon 'B', think of it more in line with the old dyers. Your "steel broadsword" becomes a "polished black broadsword". This is basically the OPPOSITE of forgebinding; whereas forgebinding takes the superior stats of a plain looking weapon and puts them onto your fancy verbed-up fest weapon, forgeglamouring? takes the appearance of your fancy verbed-up fest weapon, and puts it onto your plain looking weapon, while retaining said plain looking weapons stats, and NOT adding any of the associated verbs and whatnot.
The GMs have said this is equal/more intensive than a 'normal' alteration, and cannot/do not want to automate it.>>
Right, but I'm not talking about transferring the stats of weapon 'A' to your unique verby weapon 'B', think of it more in line with the old dyers. Your "steel broadsword" becomes a "polished black broadsword". This is basically the OPPOSITE of forgebinding; whereas forgebinding takes the superior stats of a plain looking weapon and puts them onto your fancy verbed-up fest weapon, forgeglamouring? takes the appearance of your fancy verbed-up fest weapon, and puts it onto your plain looking weapon, while retaining said plain looking weapons stats, and NOT adding any of the associated verbs and whatnot.
Re: Weapon/Armor Transmutation? on 02/09/2016 10:06 PM CST
Re: Weapon/Armor Transmutation? on 02/09/2016 10:15 PM CST
Yes, however limited to an existing piece of equipment in game. The poor-man's alteration, if you will. You don't get to come up with all the details, but you can at least have something functional that looks a little more interesting than "a steel broadsword". And, it actually gives a use for some of those old shops scattered around the Realms. Like how many people do you think legitimately use armor from Fit for a Baron, in Therenborough? A lot of really neat looking plate armor, all of which has terrible stats compared to even the most basic of bronze forged armor.
Re: Weapon/Armor Transmutation? on 02/09/2016 10:18 PM CST
So some pre-set alterations that you can apply to a HE to give it a fancy hilt, or a shield to emboss it with a tower, etc?
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Weapon/Armor Transmutation? on 02/09/2016 10:18 PM CST
I wanna say this is kind of what artistry was supposed to do? Except you picked from some other options? I'm not sure. I am kind of bored with how forged stuff looks. I miss dyeing and hilting. :\
Thayet
@thayelf // http://thayette.tumblr.com
"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
Thayet
@thayelf // http://thayette.tumblr.com
"But you must know that if corruption is powerful enough, it's not corruption at all — it's law. Unspoken, unwritten, but law." — Robert Jackson Bennett, City of Stairs
Re: Weapon/Armor Transmutation? on 02/09/2016 10:20 PM CST
<<Yes, however limited to an existing piece of equipment in game. The poor-man's alteration, if you will. You don't get to come up with all the details, but you can at least have something functional that looks a little more interesting than "a steel broadsword".
This pretty much what the entirety of the Artistry discipline is going to be.
Elanthipedia - https://elanthipedia.play.net/mediawiki/index.php/Main_Page
Epedia Admins - https://elanthipedia.play.net/mediawiki/index.php/Elanthipedia:Administrators
This pretty much what the entirety of the Artistry discipline is going to be.
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Re: Weapon/Armor Transmutation? on 02/09/2016 10:22 PM CST
What you're talking about is/will be covered by the Artistry Discipline of Crafting. You can dye some crafted products already but we'll be able to embellish crafted items further when it launches.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Re: Weapon/Armor Transmutation? on 02/09/2016 10:29 PM CST
I agree that Artistry will cover making [crafted-only?] things more fancy, but I also think there's nothing bad about making some sCoin applications people can do that Artistry might not be able to accomplish for whatever reason.
I don't think a prefab alteration is going to be any more detrimental to Artistry than any other alternatives to getting something crafted through player systems (quest end prizes, shops, LTB rewards, etc). I can see it similar to that bungalow NPC that can verb-up some items.
If anything, I question how much mileage those options would get, as more and more people got the fancy-X.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
I don't think a prefab alteration is going to be any more detrimental to Artistry than any other alternatives to getting something crafted through player systems (quest end prizes, shops, LTB rewards, etc). I can see it similar to that bungalow NPC that can verb-up some items.
If anything, I question how much mileage those options would get, as more and more people got the fancy-X.
Uzmam! The Chairman will NOT be pleased to know you're trying to build outside of approved zones. I'd hate for you to be charged the taxes needed to have this place re-zoned. Head for the manor if you're feeling creative.
Re: Weapon/Armor Transmutation? on 02/11/2016 01:43 AM CST
I'd kind of like to see something like this happen. Mostly because I have some old altered weapons and armor just sitting in my vault that I can never use because the templates are outdated and the stats are crap now. I wish I could recycle just the tap and look on them and apply the alteration to a newer weapon or armor. I hate having nice alterations that were useful items get regulated to pretty things on my armor and weapon stands in my house.
Even having a merchant that shows up that won't make a new alteration, but just takes that old alteration and applies it to a new item and then destroys new one would be nice. Could RP that he keeps the old materials to melt down or recycle. He could be a merchant that specializes in copying other peoples work. A forger. Ha. It'd be nice and fun and fast. No haggling over a design, just pull whatever is off the old template and throw it on the new one.
~Niktika
Even having a merchant that shows up that won't make a new alteration, but just takes that old alteration and applies it to a new item and then destroys new one would be nice. Could RP that he keeps the old materials to melt down or recycle. He could be a merchant that specializes in copying other peoples work. A forger. Ha. It'd be nice and fun and fast. No haggling over a design, just pull whatever is off the old template and throw it on the new one.
~Niktika
Re: Weapon/Armor Transmutation? on 02/11/2016 07:13 AM CST
<<Even having a merchant that shows up that won't make a new alteration, but just takes that old alteration and applies it to a new item and then destroys new one would be nice. Could RP that he keeps the old materials to melt down or recycle. He could be a merchant that specializes in copying other peoples work. A forger. Ha. It'd be nice and fun and fast. No haggling over a design, just pull whatever is off the old template and throw it on the new one.>>
Hah, I like that even better than the glamouring idea! A shady merchant who isn't good enough to do his own work, but will copy other pieces, and will allow F2P on his list, for a small bribe (that'd be what the SCoin item was).
And, this would make for a pretty interesting secondary market. I know there's alot of fest items that probably never even sell one copy, despite a neat appearance, because the stats are just rubbish. Now it could pay off to buy a couple and maybe vault them for later, when someone is looking to update some new forged armor. I mean, I was just browsing around through Elanthipedia, and found "gold-trimmed crimson plate armor with horned skull pauldrons"! That's a pretty awesome looking suit, one I'd totally use, and on E-pedia isn't not even statted out, cause I assume nobody bothered to pick it up, because well, why would they? I mean especially now, the stuff sold at Tembeg's is probably better than any regular old fest item sold in the last 15 years!
Hah, I like that even better than the glamouring idea! A shady merchant who isn't good enough to do his own work, but will copy other pieces, and will allow F2P on his list, for a small bribe (that'd be what the SCoin item was).
And, this would make for a pretty interesting secondary market. I know there's alot of fest items that probably never even sell one copy, despite a neat appearance, because the stats are just rubbish. Now it could pay off to buy a couple and maybe vault them for later, when someone is looking to update some new forged armor. I mean, I was just browsing around through Elanthipedia, and found "gold-trimmed crimson plate armor with horned skull pauldrons"! That's a pretty awesome looking suit, one I'd totally use, and on E-pedia isn't not even statted out, cause I assume nobody bothered to pick it up, because well, why would they? I mean especially now, the stuff sold at Tembeg's is probably better than any regular old fest item sold in the last 15 years!