Improved Forging.

by Isuka

Back to Ideas.

Isuka2009-02-15 03:22:24
So, I know that I have done my fair share of whining on these forums about how much I hate to forge due to the disproportionate time involved. I also know that many others have voiced the same complaint. I, for one, have to admit that for all of my complaining I have done nothing to suggest a fix for it. I aim to fix that now.

I have two possible ideas for how to improve this process:

1) Forge then imbue with power.
Using this method, the basics of forging would not really be changed. You would forge an item as normal, taking the random stats as you get them. However, after the forging was completed you could spend power to magically imbue the item. I think of it like particle shifting. If I want to make a weapon faster, I shift particles out of the weapon and condense what is left to make it lighter and just as strong. If I want it sharper (or more precise for wounding) I shift particles from the edge to the body, giving the blade an impossibly sharp edge. If I want the sword to do more damage, I increase the bulk of the blade by altering the structure so that weight is shifted to the end of the blade giving it a mightier swing. Same basic concept for armour.

However, improving the blade in any manner decreases it in another. Speed removes damage, for example. This way we don't have a skillset to automatically give us perfect weapons There would also have to be a limit to how much a blade could be improved. Also: these abilities should replace the coal runes currently in the skillset.

Some ideas on the syntax of this:
QUOTE
Taper
Syntax: IMBUE TAPERING ON
By drawing from the energies of his power reserves, a blacksmith may alter a weapon in the following manner:
Weight from the base of the blade will be shifted towards the top, resulting in more momentum at impact which will increase the damage of any strike. However, due to the imbalance of the weight of the weapon, one will find that their ability to strike is slowed.
This has the result of permanently increasing the damage of a weapon while permanently decreasing the speed and, to a lesser degree, the precision.

Balance
Syntax: IMBUE BALANCE ON
By drawing from the energies of his power reserves, a blacksmith may alter a weapon in the following manner:
The mass of a blade will be very slightly reduced throughout the body of a blade until it is perfectly balanced. The weight removed from the bulk of the blade will be compressed into the edge, serving to strengthen it. The result is a weapon that is both balanced and highly resistant to dulling, though slightly heavy at the edges.
This has the result of permanently increasing the precision of a weapon while reducing the raw damage done by it and, to a lesser degree, slowing it down.

Reduce
Syntax: IMBUE REDUCTION ON
By drawing from the energies of his power reserves, a blacksmith may alter a weapon in the following manner:
The mass of a weapon will be reduced and the body of the blade streamlined. While this will reduce the overall weight of the weapon, it will not significantly change the appearance of it. These modifications will serve to make a lighter weapon which resists friction by design, making for a faster strike.
This has the result of permanently increasing the speed of a weapon while reducing the damage done by it, and to a lesser degree, the precision.

Polish
Syntax IMBUE POLISH ON
By drawing from the energies of his power reserves, a blacksmith may alter armour in the following manner:
The mass of the armour will be shifted towards the outside of the armour, filling in any ridges with a perfectly smooth surface. When blades strike this surface, they are far more likely to simply slide across the surface rather than catch an edge and penetrate through. However, it offers no real protection against blunt objects.
This has the result of permanently increasing the cutting protection of armour, while reducing the blunt protection.

Harden
Syntax: IMBUE HARDENING ON
By drawing from the energies of his power reserves, a blacksmith may alter the armour in the following manner:
The mass of the armour will be shifted to create barely noticeable flat spots with ridges. These ridges will be much more dense than the previous surface of the armour, and by being level to each-other will spread bunt damage across more of the surface, reducing the impact to any one spot. The gaps between these ridges, however, are more susceptible to cutting edges.
This has the result of permanently increasing blunt protection of armour, while reducing the cutting protection.


2) Forge then refine.
This method would be less magical and more practical. Forging currently has two parts: forging to make a crude item, then refining to make it better randomly. I propose that the refining process be reworked to allow a skilled forger to actually be skillful. Rather than simply randomly increasing stats, allow for a forger to specify how he would like stats allocated. While I am refining the item I can specify where I would like to see stat points go. There's no reason that a transed forger would not be skilled enough to go to a forge and set about forging a fast weapon, knowing full well how to make this happen.

This process would still be largely random. You would never be assured a perfect speed sword... but you could hedge your bets towards it a bit. Of course, same as before, increases mean decreases. Say that every refine command adds X stat points to the weapon randomly. Declaring that you're refining for speed would significantly increase the chances that the bulk of them goes to speed, rather than damage or precision. You would also be able to specify two traits (speed and precision for example) and each of those traits would get half of the benefit of specifying them.

Now my final point for the moment: mallets of forging. Currently they simply cut the time for forging in half. How about modifying that as well? Rather than reducing time (which I'm trying to do at the moment anyways) make the mallet further my proposals as follows:
For my first suggestion: a mallet of forging cuts power consumption.
For my second: a mallet of forging further increases the chances that stats will go to specified traits.

What does the community (and admins!!) think?
Everiine2009-02-15 03:36:05
Remember, non-forger here:

I don't really like the power idea, but like the second one. It's better than my evil suggestion of not allowing all-metal designs, to keep you from reforging them over and over tongue.gif.
Isuka2009-02-15 03:40:53
QUOTE (Everiine @ Feb 14 2009, 07:36 PM) <{POST_SNAPBACK}>
Remember, non-forger here:

I don't really like the power idea, but like the second one. It's better than my evil suggestion of not allowing all-metal designs, to keep you from reforging them over and over tongue.gif.


What I like about the second one is that it doesn't completely get rid of reforge repetition, and therefore all-metal designs are still superior. It doesn't nerf the effort of designers past.
Everiine2009-02-15 03:56:25
QUOTE (Isuka @ Feb 14 2009, 10:40 PM) <{POST_SNAPBACK}>
What I like about the second one is that it doesn't completely get rid of reforge repetition, and therefore all-metal designs are still superior. It doesn't nerf the effort of designers past.


True, but you suggestion does give you another option besides starting all over. But also, your design also makes it so that designs that aren't all metal also have a chance of becoming good weapons, because you can refine the weapon instead of just melting it down and destroying the non-metal comms.
Isuka2009-02-15 04:09:50
QUOTE (Everiine @ Feb 14 2009, 07:56 PM) <{POST_SNAPBACK}>
True, but you suggestion does give you another option besides starting all over. But also, your design also makes it so that designs that aren't all metal also have a chance of becoming good weapons, because you can refine the weapon instead of just melting it down and destroying the non-metal comms.


I just hope it doesn't turn around too far the other way, and have designs with large quantities of jewels and so forth.
Everiine2009-02-15 04:21:36
QUOTE (Isuka @ Feb 14 2009, 11:09 PM) <{POST_SNAPBACK}>
I just hope it doesn't turn around too far the other way, and have designs with large quantities of jewels and so forth.


I'm sure you could already find some. But there are so many designs, you'd only get one with lots of jewels if you wanted it.
Daganev2009-02-15 04:38:41
I have two comments.
I really like the first idea much better, and here are my two comments why.

1. You should do some Ingame research, playing with power and doing an RP mechanism of having this change put in. Perhaps use Elostian's order to get the idea going.

2. With idea 1, you still need to do a bit of reforging, but not alot. Currently everytime you forge, the total value of your forging is diferent. If you are forging for a weapon that is going to be an artifact, you would check to see if hte total is 497 (or whatever it is), but if you were working for just a normal weapon, you might reforge untill you get 505. However after that point, you can spend different amounts of power to make it the weapon you really want.

I really like the first option better, though I wonder how it will affect the powerstone market.
Isuka2009-02-15 05:24:10
QUOTE (daganev @ Feb 14 2009, 08:38 PM) <{POST_SNAPBACK}>
I have two comments.
I really like the first idea much better, and here are my two comments why.

1. You should do some Ingame research, playing with power and doing an RP mechanism of having this change put in. Perhaps use Elostian's order to get the idea going.

2. With idea 1, you still need to do a bit of reforging, but not alot. Currently everytime you forge, the total value of your forging is diferent. If you are forging for a weapon that is going to be an artifact, you would check to see if hte total is 497 (or whatever it is), but if you were working for just a normal weapon, you might reforge untill you get 505. However after that point, you can spend different amounts of power to make it the weapon you really want.

I really like the first option better, though I wonder how it will affect the powerstone market.


I think that both options are doable. I kind of like the second option because it makes me think that my character actually knows what he's doing at the forge, rather than just randomly hitting the metal like an idiot.

However, I think that magical alteration of swords could be expanded upon later if that route is taken. Maybe altering the sword outside if simple stats, like a very minor version of the great-runes (elemental damage, extra bleeding, something of the sort)
Rodngar2009-02-15 05:31:54
I approve of making Forging suck less. I'll post my thoughts when I compose them and a little more data later, though. I personally prefer option two, but I am not adverse to the first.
Chade2009-02-16 20:22:58
More attention on this thread plz. Fix Forging!
Daganev2009-02-16 20:54:23
QUOTE (Isuka @ Feb 14 2009, 09:24 PM) <{POST_SNAPBACK}>
I think that both options are doable. I kind of like the second option because it makes me think that my character actually knows what he's doing at the forge, rather than just randomly hitting the metal like an idiot.

However, I think that magical alteration of swords could be expanded upon later if that route is taken. Maybe altering the sword outside if simple stats, like a very minor version of the great-runes (elemental damage, extra bleeding, something of the sort)


My problem with the second option is that I don't see it drasitcally reducing the amount of time needed to forge the item you want.
Isuka2009-02-16 21:20:41
QUOTE (daganev @ Feb 16 2009, 12:54 PM) <{POST_SNAPBACK}>
My problem with the second option is that I don't see it drasitcally reducing the amount of time needed to forge the item you want.


Well, it would simply have to be designed in a way that works. I realize this probably means a change in the core coding of forging, but frankly if that's what it takes, so be it. Like I said before: I like both options, so I'm not truly partial either way. I do, however, like the idea of a skilled forger being better at getting good stats. Maybe make the ratio of allocated stats depend on your ability in forging? An inept forger randomly hits hot metal and gets what he gets. A transed forger is like an artist, willing the blade to shape itself perfectly.
Jonas2009-02-16 22:49:35
Sweet analogy!
Daganev2009-02-16 23:43:28
QUOTE (Isuka @ Feb 16 2009, 01:20 PM) <{POST_SNAPBACK}>
Well, it would simply have to be designed in a way that works. I realize this probably means a change in the core coding of forging, but frankly if that's what it takes, so be it. Like I said before: I like both options, so I'm not truly partial either way. I do, however, like the idea of a skilled forger being better at getting good stats. Maybe make the ratio of allocated stats depend on your ability in forging? An inept forger randomly hits hot metal and gets what he gets. A transed forger is like an artist, willing the blade to shape itself perfectly.


Not a bad idea.

Guess it's up to the admin if they would rather change forging completely, or just add a new power system which allows people to tweek stats.
Isuka2009-02-16 23:58:09
QUOTE (daganev @ Feb 16 2009, 03:43 PM) <{POST_SNAPBACK}>
Not a bad idea.

Guess it's up to the admin if they would rather change forging completely, or just add a new power system which allows people to tweek stats.

True enough. Frankly I foresee simply adding a power system. I don't particularly want to have to have powerstones to forge, but i'll take that over absurd forging times.
Rodngar2009-02-17 01:16:54
And thus I start another week of forging for my hammers, whilst Forging gets no attention. sad.gif

Fix Forging!

Or at least make it less of a goddamn slot machine. It's seriously getting to the point where I think I missed the step on forging masterweapons that involves sacrificing livestock for ritualistic luck. sad.gif


EDIT: BTW, I personally believe that allowing a subtle level of control to your forging is the best way to improve it, such as a simple command to FORGE FOR X, where X is a stat you want weighed heavier in the RNG process.
Aoife2009-02-17 01:32:08
QUOTE (Rodngar @ Feb 16 2009, 08:16 PM) <{POST_SNAPBACK}>
And thus I start another week of forging for my hammers, whilst Forging gets no attention. sad.gif

Fix Forging!

Or at least make it less of a goddamn slot machine. It's seriously getting to the point where I think I missed the step on forging masterweapons that involves sacrificing livestock for ritualistic luck. sad.gif


EDIT: BTW, I personally believe that allowing a subtle level of control to your forging is the best way to improve it, such as a simple command to FORGE FOR X, where X is a stat you want weighed heavier in the RNG process.


Maybe you missed the part where you go dig for sand and bring some citizens to the supernals, hm? deal.gif
Unknown2009-02-17 02:13:09
QUOTE (Rodngar @ Feb 17 2009, 01:16 AM) <{POST_SNAPBACK}>
And thus I start another week of forging for my hammers, whilst Forging gets no attention. sad.gif

Fix Forging!

Or at least make it less of a goddamn slot machine. It's seriously getting to the point where I think I missed the step on forging masterweapons that involves sacrificing livestock for ritualistic luck. sad.gif


EDIT: BTW, I personally believe that allowing a subtle level of control to your forging is the best way to improve it, such as a simple command to FORGE FOR X, where X is a stat you want weighed heavier in the RNG process.


What stats are you going for on those hammers anyways?
Rodngar2009-02-17 02:58:08
QUOTE (Bael 2.0 @ Feb 16 2009, 09:13 PM) <{POST_SNAPBACK}>
What stats are you going for on those hammers anyways?


I suppose it is my own fault, thinking on the stat range. I have no right to complain when I'm going for x/200+/230+. I'm willing to settle for 190 or 195+ precision, at this rate, though. :/
Everiine2009-02-17 03:55:03
QUOTE (Rodngar @ Feb 16 2009, 09:58 PM) <{POST_SNAPBACK}>
I suppose it is my own fault, thinking on the stat range. I have no right to complain when I'm going for x/200+/230+. I'm willing to settle for 190 or 195+ precision, at this rate, though. :/


For what I've been told those 5 points or so of Precision will mean diddly squat for you anyway, won't they? Just how useless is Precision nowadays? dunno.gif