Malarious2008-01-29 09:26:54
Isnt this more something for the idea thread?
Desitrus2008-01-29 15:01:36
QUOTE(Malarious @ Jan 29 2008, 03:26 AM) 481758
Isnt this more something for the idea thread?
Visibility disagrees with you. Forging is a high priority issue for quite of a few of us and it deserves a front page thread probably more than some of the other things on the primary board. Did you have any actual input?
Ilyarin: I don't know the specifics of the lusternian forging code so I couldn't say what the best option would be, I'm sure Roark or Estarra would know. I would imagine it would just be starting at a certain base, not necessarily 463, that guaranteed the result would be above or at 463. There's simply no excuse for a trans forger to be getting 414's and the like. The difficulty of obtaining great forges would remain, but moving the floor up and say, reducing the max forged hit should put a lot more tries in the 460-470 range, still forcing a decent stat hunt on non-runers. It would still take a couple hours per, even more if you are shopping for a good set.
Daganev2008-01-29 16:28:41
I think the only reasonable way to do it is to remove the possibillty of getting a 0 while forging. And don't worry about the 463 number.
If we remove 0s that should get weapons in a reasonable range.
If we remove 0s that should get weapons in a reasonable range.
Unknown2008-01-29 16:33:44
QUOTE(Desitrus @ Jan 29 2008, 10:01 AM) 481789
Visibility disagrees with you. Forging is a high priority issue for quite of a few of us and it deserves a front page thread probably more than some of the other things on the primary board. Did you have any actual input?
Ilyarin: I don't know the specifics of the lusternian forging code so I couldn't say what the best option would be, I'm sure Roark or Estarra would know. I would imagine it would just be starting at a certain base, not necessarily 463, that guaranteed the result would be above or at 463. There's simply no excuse for a trans forger to be getting 414's and the like. The difficulty of obtaining great forges would remain, but moving the floor up and say, reducing the max forged hit should put a lot more tries in the 460-470 range, still forcing a decent stat hunt on non-runers. It would still take a couple hours per, even more if you are shopping for a good set.
Ilyarin: I don't know the specifics of the lusternian forging code so I couldn't say what the best option would be, I'm sure Roark or Estarra would know. I would imagine it would just be starting at a certain base, not necessarily 463, that guaranteed the result would be above or at 463. There's simply no excuse for a trans forger to be getting 414's and the like. The difficulty of obtaining great forges would remain, but moving the floor up and say, reducing the max forged hit should put a lot more tries in the 460-470 range, still forcing a decent stat hunt on non-runers. It would still take a couple hours per, even more if you are shopping for a good set.
I'm not exactly sure how it works either but I always thought that the base stats for each weapon are are the ones you can't temper below. I'm sure they could make a seperate minimum to start forging at so that the temper ones don't get raised, but then they'd have to think up new min stats appropriate to each type (average, damage, prec, speed).
One possible way of doing it: Since it takes me 33 whacks to make a (1handed) masterweapon apparently, they could make all the new minimums equal 430 and make every swing give 1-3 to each stat and the total would always be at least 463. Might make it too easy to get extremely good weapons though.
Not that I totally agree with this whole idea of always getting at least 463 anyways. Just rambling.
Edit: I like daganev's idea much better
Ildaudid2008-01-29 16:55:23
Yea like a greatsword can't go below 121 or 131 damage when being tempered (I can't remember which).
But are the min stats tied into the actual outcome of the forging? If not, then it doesn't seem to hard to have the min of 463 of forging and all the "max stat amount for tempering" would be based on the type of weapon. Like greatsword max tempering stats would be (for example this isn't exact) 131/350/100.
But are the min stats tied into the actual outcome of the forging? If not, then it doesn't seem to hard to have the min of 463 of forging and all the "max stat amount for tempering" would be based on the type of weapon. Like greatsword max tempering stats would be (for example this isn't exact) 131/350/100.
Ashteru2008-01-29 19:07:51
If it's like greataxes, 131.
Ildaudid2008-01-29 19:09:55
yeah it would be the same... ok it was 131 then not 121
Unknown2008-01-31 19:26:57
QUOTE(daganev @ Jan 28 2008, 04:29 PM) 481460
What about the concept of selling mass cheap weapons?
The concept doesn't really exist, largely because:
A. The materials cost on masterweapons isn't exactly negligible, and is a bit out of the purchasing range of 30-40% of the population
B. The amount of time that must be put into producing a weapon worth selling and worth the input cost makes most forgers a bit grumpy... and way too many of us end up forging for free as a favor for guildmates, etc.
C. When decent, runable stats are achieved, most people end up keeping the weapon, unless they set out to produce a sellable item in the first place, in which case they are stupid because they just managed to spend 50 hours making a 200-500k gold profit... and this doesn't exactly support the concept of mass produced, cheap weapons
If of course the stat min were 463, then it would be reasonable to assume that about 5-10% of weapons would fall above the 490 stat total range, with about a third of those having stats fairly well distributed between speed and either damage or precision. These would be sellable to midbies at a rate of 50-80k, making around a 50k profit for one out of every 33 forgings. 40 forgings => ~150 minutes = 2.5 hours => 20k gold per hour, much more reasonable for a tradeskill that can't be practiced while hunting, and requires a fairly large base investment. It would also produce a noticeable increase in profitability for the whatever-it-is-of-forging.
Seems like this change could do some good.
Desitrus2008-01-31 19:56:33
QUOTE(Folkien @ Jan 31 2008, 01:26 PM) 482732
The concept doesn't really exist, largely because:
A. The materials cost on masterweapons isn't exactly negligible, and is a bit out of the purchasing range of 30-40% of the population
B. The amount of time that must be put into producing a weapon worth selling and worth the input cost makes most forgers a bit grumpy... and way too many of us end up forging for free as a favor for guildmates, etc.
C. When decent, runable stats are achieved, most people end up keeping the weapon, unless they set out to produce a sellable item in the first place, in which case they are stupid because they just managed to spend 50 hours making a 200-500k gold profit... and this doesn't exactly support the concept of mass produced, cheap weapons
If of course the stat min were 463, then it would be reasonable to assume that about 5-10% of weapons would fall above the 490 stat total range, with about a third of those having stats fairly well distributed between speed and either damage or precision. These would be sellable to midbies at a rate of 50-80k, making around a 50k profit for one out of every 33 forgings. 40 forgings => ~150 minutes = 2.5 hours => 20k gold per hour, much more reasonable for a tradeskill that can't be practiced while hunting, and requires a fairly large base investment. It would also produce a noticeable increase in profitability for the whatever-it-is-of-forging.
Seems like this change could do some good.
A. The materials cost on masterweapons isn't exactly negligible, and is a bit out of the purchasing range of 30-40% of the population
B. The amount of time that must be put into producing a weapon worth selling and worth the input cost makes most forgers a bit grumpy... and way too many of us end up forging for free as a favor for guildmates, etc.
C. When decent, runable stats are achieved, most people end up keeping the weapon, unless they set out to produce a sellable item in the first place, in which case they are stupid because they just managed to spend 50 hours making a 200-500k gold profit... and this doesn't exactly support the concept of mass produced, cheap weapons
If of course the stat min were 463, then it would be reasonable to assume that about 5-10% of weapons would fall above the 490 stat total range, with about a third of those having stats fairly well distributed between speed and either damage or precision. These would be sellable to midbies at a rate of 50-80k, making around a 50k profit for one out of every 33 forgings. 40 forgings => ~150 minutes = 2.5 hours => 20k gold per hour, much more reasonable for a tradeskill that can't be practiced while hunting, and requires a fairly large base investment. It would also produce a noticeable increase in profitability for the whatever-it-is-of-forging.
Seems like this change could do some good.
Skidda marinky dinky dink. Skidda marinky doooo.
I <3 you. And yer mathz.
Ildaudid2008-01-31 20:00:24
Another problem is people bitch about the cost of weapons that forgers make and you normally can't sell them. Even if you try to sell them at cost of materials and not including the 30 hours you took to make em, people still say that's too expensive. I can get it for blah blah... Damn hagglin bastards
Daganev2008-01-31 21:51:35
QUOTE(Folkien @ Jan 31 2008, 11:26 AM) 482732
The concept doesn't really exist, largely because:
You don't have different forging code for normal weaposn vs master weapons.
I make many cheap non-master weapons whenever I feel like selling things in my shop.
But we've moved past that point, with just removing 0s from the forging options.