Improved Forging.

by Isuka

Back to Ideas.

Isuka2009-02-25 05:16:24
So... admins... please weigh in!

I want to know what the administration thinks of these ideas, and if they hate them: why? I'll do my best to give you workable ideas but I need to know what directions work and which don't!

I spent 10 hours today alone forging for decent fullplate! Something needs to be done!

Edit: I eventually got sick of forging, and settled on far less than what I wanted. *sigh*.
Gwylifar2009-02-25 14:20:19
QUOTE (Isuka @ Feb 24 2009, 07:59 PM) <{POST_SNAPBACK}>
Edit after I reread the tone of my message: as you can see by reading these forums in general, snappy and sarcastic comments only beget the same in return. Lets try to stay away from those in the future, eh?

Since you thought my criticism was snappy and sarcastic, I think I'll stay away from those by staying away from your posts in general. No loss, I think that all that's going to be said productively was said by last week anyway. Except I can't help but note this:

QUOTE (Isuka @ Feb 24 2009, 07:59 PM) <{POST_SNAPBACK}>
I like this idea, because it reinforces that materials don't make a weapon good in Lusternia; a skilled forger makes the weapon good.

That's what we have now. It doesn't work. Your proposal does not change that at all. Generally speaking, I think if you see a system that is hideously broken, you should prioritize fixing it over adding a new feature no one even asked for.
Mirami2009-02-25 17:02:29
QUOTE (Gwylifar @ Feb 24 2009, 11:14 AM) <{POST_SNAPBACK}>
So you've eliminated the linking of cost to value, and restored the need for forgers to spend agonizingly long periods of time at the forge. Why even change it at all, then?


No.

If I want to forge a 110-speed nekai without a Mallet of Forging, I have a one in 1.3 million chance, PER.

This way, if you forge for three days straight, you should gradually get closer to the stats you want.

Prescision hammers? forge the speed design of a hammer with a prescision mallet to optimise prescision, and not max speed.

Isuka2009-02-25 17:57:47
QUOTE (Gwylifar @ Feb 25 2009, 06:20 AM) <{POST_SNAPBACK}>
That's what we have now. It doesn't work. Your proposal does not change that at all. Generally speaking, I think if you see a system that is hideously broken, you should prioritize fixing it over adding a new feature no one even asked for.


Incorrect. Right now, nothing makes a forger good. A forger walks up to a forge, heats up some metal, and bashes it to all hell and HOPES he can get something decent. There is no skill involved. What I'm suggesting is to make forgers actually good at what they do.
Isuka2009-02-25 18:00:18
QUOTE (Romertien @ Feb 25 2009, 09:02 AM) <{POST_SNAPBACK}>
No.

If I want to forge a 110-speed nekai without a Mallet of Forging, I have a one in 1.3 million chance, PER.

This way, if you forge for three days straight, you should gradually get closer to the stats you want.

Prescision hammers? forge the speed design of a hammer with a prescision mallet to optimise prescision, and not max speed.

Glad I'm not the only one who can see the difference between "no change" and "significant change"
Gero2009-02-25 19:04:12
I like the idea of having the mallet being as good as you are in forging, IE transcendent forger being able to allocate the most points. This not only gives incentive to trans the skill for masterarmour, but for better skill at forging. Also it adds a roleplay aspect to forging, from having a master being able to control his forgings better than say a novice.
Narsrim2009-02-25 19:10:57
Has anyone ever asked Estarra why there is a need for such a hideously overcomplicated system that takes far far too long to produce an ideal weapon?
Daganev2009-02-25 19:15:40
QUOTE (Narsrim @ Feb 25 2009, 11:10 AM) <{POST_SNAPBACK}>
Has anyone ever asked Estarra why there is a need for such a hideously overcomplicated system that takes far far too long to produce an ideal weapon?


Legacy code. Roark has explained it many times over.
Narsrim2009-02-25 19:17:45
QUOTE (daganev @ Feb 25 2009, 02:15 PM) <{POST_SNAPBACK}>
Legacy code. Roark has explained it many times over.


So why hasn't the system been scrapped for something fresh, simple, and refined? I mean, I'm not suggesting it has to happen tomorrow, but at the very least, I think the average person may derive some mild comfort in knowing a fix is in the works. See: Riding.
Isuka2009-02-25 19:24:45
QUOTE (Narsrim @ Feb 25 2009, 11:17 AM) <{POST_SNAPBACK}>
So why hasn't the system been scrapped for something fresh, simple, and refined? I mean, I'm not suggesting it has to happen tomorrow, but at the very least, I think the average person may derive some mild comfort in knowing a fix is in the works. See: Riding.


Agreed.

I've said before: I'm a programmer. I understand how hard working with someone elses code is, I understand that things don't happen quickly because coding in and of itself is not a simple process. That said: I'd like to know that something is happening with it, and that it's not simply a failing idea because it's hard.
Gwylifar2009-02-25 19:34:04
QUOTE (Narsrim @ Feb 25 2009, 02:17 PM) <{POST_SNAPBACK}>
So why hasn't the system been scrapped for something fresh, simple, and refined? I mean, I'm not suggesting it has to happen tomorrow, but at the very least, I think the average person may derive some mild comfort in knowing a fix is in the works. See: Riding.

When it's been discussed on the forums, the admins said that it just hadn't become a priority. I suspect if an idea got posted that was at once popular enough to garner consensus, and practical to code and implement, it might grab their enthusiasm and push it up on the list. That second factor is the one that is really hard to identify though, for those who aren't familiar with the inner workings of Lusternia's code.
Rodngar2009-02-25 22:13:41
In the end, I just want the weapons I need to compete in high tier easier to make so I'm not spending more time forging than I am actually fighting. If the system is ultimately changed to allow this, even if I do not like the system in itself, I'd be satisfied. I'm really willing to take any fix here.

I would say we could press the mallet idea, since it seems very sound.
Daganev2009-02-25 22:24:51
QUOTE (Narsrim @ Feb 25 2009, 11:17 AM) <{POST_SNAPBACK}>
So why hasn't the system been scrapped for something fresh, simple, and refined? I mean, I'm not suggesting it has to happen tomorrow, but at the very least, I think the average person may derive some mild comfort in knowing a fix is in the works. See: Riding.


The way I understand it is as follows, and I could be wrong about this.

The forging code is entwined (i.e. shares variables) with the combat code which affects hit rates, swings and misses etc., and as such it is one of those things that people just don't want to touch.

I don't think any of the IRE games has really changed the way forging works in it's basic form. The code must be over 10 years old, with the coding practices and design patterns of the day.
Narsrim2009-02-25 22:40:12
You could always make a new skillset that created an item based upon the existing forging code (only simplified and better) without deleting the old code.

Isuka2009-02-25 22:44:27
QUOTE (Narsrim @ Feb 25 2009, 02:40 PM) <{POST_SNAPBACK}>
You could always make a new skillset that created an item based upon the existing forging code (only simplified and better) without deleting the old code.

That's what I'd do, in the situation. Don't bother reworking the old code, just give another set of code an interface to it.
Isuka2009-02-25 22:46:20
QUOTE (daganev @ Feb 25 2009, 02:24 PM) <{POST_SNAPBACK}>
I don't think any of the IRE games has really changed the way forging works in it's basic form. The code must be over 10 years old, with the coding practices and design patterns of the day.

Forging in Aetolia completely removes the idea of refining, and makes the entire forge process a one command deal. There is still some reforging to it (which has it's own problems in Aetolia) but the process is faster to an infinite degree.

I'm not sure what they did to the process, but I do know it -feels- different.
Vionne2009-02-25 23:44:25
Imperian's forging is:

Forge sabre

(on balance) --> FORGE

(on balance) --> get item from forge; quench item.

DONE!

If you don't like the stats, you can smelt it down and get about 2/3 of the comms back. (but don't quote me on that part, because I'm not 100% positive. I didn't have to reforge too often since I was running a shop)
Rodngar2009-02-26 01:03:29
QUOTE (vionne @ Feb 25 2009, 06:44 PM) <{POST_SNAPBACK}>
Imperian's forging is:

Forge sabre

(on balance) --> FORGE

(on balance) --> get item from forge; quench item.

DONE!

If you don't like the stats, you can smelt it down and get about 2/3 of the comms back. (but don't quote me on that part, because I'm not 100% positive. I didn't have to reforge too often since I was running a shop)


You forgot to mention how ingots were used, like metals, and ingots had 4 stats tied to them - damage/weight/something/malleability. Each of these stats governed the final product, but it was still a little random but just barely. Malleability was the overarching powerful stat - having a handful of high malleability ingots in one weapon made it possible to forge artifact-tier weaponry EASILY.

The catch? Nobody knew malleability existed for the large, large portion of Imperian's new-forging history.

The real control over forging in Imperian is that you can make a 5 stehl sabre, or a 4 veritum/1 orichalcum sabre and the two will come out WILDLY different due to the fact that the sabre was made from different metals that had different statistics attached. By gaming the system and very careful, systematic study of weapons and their trends in stats across different metals, it was capable of pinpoint the combo for the perfect anything. It just took your weight in gold to find the commodities to make the ingots and test such things. suspicious.gif
Vionne2009-02-26 01:49:50
I didn't "forget to mention" anything. The admin changed how ingots work so that they all work the same now.

Who smithed more, asks the guild-smith of both the justicars and the diavlous before her recent suicide?

edited to note that the ingots do have one difference, but it doesn't relate to stats: you can only "bless" items with 1-2 veritum (depending on how many blessings you want) and soulquench bone items and rune orichalcum items. The change happened roughly when Grantz got GM in the Justicars the last time, right in the middle of the mass exodus to Stavenn.
Razenth2009-02-26 01:52:27
If we say that a gold sovereign weights one ounce, and the average human warrior bulks 200 pounds, and there are 16 ounces to a pound, we calculate that it would take 3200 gold to collect the ingots needed. Note this is by far smaller than the cost required for Lusternia artifact-tier weaponry, which costs at least an order of magnitude greater, and is probably way more than that. Case in point being Narsrim's 100 credit staff thingie: at current credit prices, this comes out to 620,000 gold, or at least two orders of magnitude greater than the Imperian cost.