Improved Forging.

by Isuka

Back to Ideas.

Rodngar2009-03-31 20:34:15
Polearms would be useful if a polearm class existed.
Simimi2009-03-31 20:36:15
QUOTE
"halberd8796" a golden-winged halberd

It is a two-handed weapon.
Damage: 189 Precision: 107 Speed: 103
A golden-winged halberd has no poisons or magical effects on it.


I would love polearms in a class, like Lance users from Monster Hunter, that would be great. Lance and Tower Shield for the win!

I totally make polearms with spare comms though, for fun.
Gero2009-04-01 05:37:14
All you forgers send me a tell so you I can induct you into blackanvil
Rodngar2009-04-01 06:27:38
A polearm spec for warriors similar to PB/AL is more likely, or a Monk class in the future using a lighter polearm.
Tervic2009-04-01 08:07:29
QUOTE (Rodngar @ Mar 31 2009, 11:27 PM) <{POST_SNAPBACK}>
A polearm spec for warriors similar to PB/AL is more likely, or a Monk class in the future using a lighter polearm.


You mean Tahtetso? tongue.gif
Rodngar2009-04-01 09:09:16
QUOTE (Tervic @ Apr 1 2009, 04:07 AM) <{POST_SNAPBACK}>


You mean Tahtetso? tongue.gif


Yeah. I don't classify staves as polearms most times, but you're right.
Simimi2009-04-01 13:19:52
I think it would make -more- sense if there were no other monk/bard guilds... monk guilds are an advent of the modern time period, bards also. Sure this information could be retaught, but meh.

Tervic2009-04-03 18:32:13
I think the reason nothing ever gets done with these threads is because we allow them to die.

STARCHANT RESSURRECT FORGINGTHREAD

or something? Maybe? Probably not.

It really sucks. The numbers don't lie. But I loves me mah 93/90 plate (base)
Daved2009-04-03 19:40:29
It seems like a pretty simple fix...increase the mean and decrease the standard deviation for weapon stats.
Isuka2009-04-03 19:51:04
The administration has already stated they will not change anything regarding weapon stats.
Daved2009-04-03 20:12:27
I wasn't suggesting a change to the stats that warrior will use, but increasing the mean and decreasing the standard deviation of the statistics will just make forgers spend less time making the weapons to the appropriate combat-level quality. The maximums would stay in place.
Isuka2009-04-03 20:17:04
Right, this was suggested. They didn't want to mess with the process.
Daved2009-04-03 20:23:27
>.> But the process is what's flawed. Did they offer any sort of reasoning?
Isuka2009-04-03 20:27:26
The code is antiquated and hard to work with, they don't want to deal with it. That's the jist of it, from everything I can gather.
Tervic2009-04-03 20:42:14
Except this accusation is vehemently denied whenever we bring it up.
Isuka2009-04-03 20:43:16
Actually, no. In the last Envoy report forging was brought up, and the code was actually mentioned.
Rodngar2009-04-04 00:05:24
'Because it's old and difficult to change' should not be a reason not to change it when the skillset is so stupidly underused BECAUSE it's flawed.
Rodngar2009-04-05 06:45:04
My recent mentioning of this topic in other threads causes me to want to bump this thread with a very, very relevant thought: if Forging is supposed to be a tradeskill, why is it so difficult to make money off of?

The clientele base is INCREDIBLY limited: anybody who can use shields, armor outside of robes, and anybody who needs weapons. Weapons is two out of seven archetypes, for instance.

Not only this, the products last upwards 100+ IRL days, with some weapons lasting 300 to 340 IRL days. This means that while there is a steady stream of people trickling in to each class, some take Forging as their own skill to do their own weapons, some never get the expensive weapons or armor, some quit the class, or some quit the game. Those that do are set for at least two to three months.

I do not mean to say 'REDUCE DECAY LENGTH TO A SHORT PERIOD'. But what I do mean to say is, make producing the expensive products easier. While it would deflate their worth, the worth of the current products is dismal and obviously limited -ANYWAYS-.
Tervic2009-04-05 08:03:13
QUOTE (Rodngar @ Apr 4 2009, 11:45 PM) <{POST_SNAPBACK}>
My recent mentioning of this topic in other threads causes me to want to bump this thread with a very, very relevant thought: if Forging is supposed to be a tradeskill, why is it so difficult to make money off of?

The clientele base is INCREDIBLY limited: anybody who can use shields, armor outside of robes, and anybody who needs weapons. Weapons is two out of seven archetypes, for instance.

Not only this, the products last upwards 100+ IRL days, with some weapons lasting 300 to 340 IRL days. This means that while there is a steady stream of people trickling in to each class, some take Forging as their own skill to do their own weapons, some never get the expensive weapons or armor, some quit the class, or some quit the game. Those that do are set for at least two to three months.

I do not mean to say 'REDUCE DECAY LENGTH TO A SHORT PERIOD'. But what I do mean to say is, make producing the expensive products easier. While it would deflate their worth, the worth of the current products is dismal and obviously limited -ANYWAYS-.

Actually, it's that way with all of the so-called 'trade' skills. Despite being the most priofitable, even herbs requires an ungodly amount of time and I can still make more gold doing my bash circuit than I can harvesting. Poisons.... well, I guess poisons is special 'cause you both bash and get poison money from the things you steal from... hm. Poisons might be the best 'cause you get a gold bonus for killing stuff you might be killing anyways. Nom.

EDIT: Correction, Tailoring underwear costs very little, takes hardly any time, and keeps the MUDsex population scantily clad and happy.
Unknown2009-04-05 08:09:00
Get an aethershop and forge shields, hunting weapons and not perfect kata.