Improved Forging.

by Isuka

Back to Ideas.

Gwylifar2009-02-26 14:01:12
One-ounce coins? Sheesh, even a half-dollar is only 0.4 ounces.
Daganev2009-02-26 19:32:42
1 ounce coin is worth $996!
Razenth2009-02-26 19:34:47
@Daganev: That's in an economy off the gold standard.

@Gwylifar: We must take into account the increased density of gold.
Rodngar2009-02-26 21:25:45
Before we get derailed, let's go back to the discussion here:

The mallet idea: how would it work with armor? What if we took my weaponsmithing/armorsmithing idea and mixed it in - you can pick one of five materials for the hammer. 3 of the weapon stats, 2 for the armor stats.


EDIT: What if a forger could mix two materials - dilutting the purity of one to lessen its effect, but providing a smaller bonus of focus across two stats?
Isuka2009-02-26 22:43:54
QUOTE (Rodngar @ Feb 26 2009, 01:25 PM) <{POST_SNAPBACK}>
Before we get derailed, let's go back to the discussion here:

The mallet idea: how would it work with armor? What if we took my weaponsmithing/armorsmithing idea and mixed it in - you can pick one of five materials for the hammer. 3 of the weapon stats, 2 for the armor stats.


EDIT: What if a forger could mix two materials - dilutting the purity of one to lessen its effect, but providing a smaller bonus of focus across two stats?


Well, I have to start by saying that I dislike the idea of splitting forging into two separate skillsets (armour and weapon) simply because I don't think the population right now can support it.

That aside: I suggest this:

Make the mallet a general tool, rather than a stat specific one. You forge a mallet and that mallet can be used to push for whatever stat you want, regardless of materials used to create it. This puts priority on your bond with the mallet rather than the mallet's particular stats. I think it's a bit much to be forced to bond with five different mallets (one for each stat).

This seems far less complex to code, and the easier it is, the more likely we'll see some results, I think. Besides that, I actually really like the idea of using your bond with your mallet + your skill in forging as the basis for stats you can get. Feels more in tune with existing systems in Lusternia.

Edit: as for mixing mallets to push for multiple stats, I think it'd be easier to set restrictions in the code. One stat being raised automatically reduces the chance of another stat, and keeps the third stat normal. This forces balanced weapons. You could, then, take a precision weapon and forge for speed, which would drop the damage, increase the speed, and keep precision moderatly high. Or forge a speed weapon for precision, for the same effect.
Rodngar2009-02-26 23:27:03
Your edit is what I was getting at, really.
Gero2009-02-27 07:33:24
I've been forging a suit of plate for a week now, and all I know is that I feel like I'm being punished for being a warrior which is horrible thing to feel because of a function of a game.
Rodngar2009-02-27 08:43:01
My hope is that eventually something will give or budge and we can open up a special report on Forging, or.. something. Maybe just have an open discussion with the Admin about it. They've been surprisingly quiet in this thread (I do not blame them, really - the Ideas forum is a dangerous place to post in :X) - but I'm sure they're reading these ideas or at least somebody is taking note of them.

It does feel like Forging is a punishment on anybody who spends 300cr on it - but really, what're you gonna do?
Gero2009-02-27 09:10:24
suicide...or quit playing, it's really that bad that I have to waste a week just to get down to playing.
Isuka2009-02-27 14:55:37
QUOTE (SerenGuard Gero @ Feb 27 2009, 01:10 AM) <{POST_SNAPBACK}>
suicide...or quit playing, it's really that bad that I have to waste a week just to get down to playing.

A week wouldn't be so bad, right now. A week per item: weapon (x2 for dual-wielders), helm, plate, seems more like what it takes.... if you have free time. I'm out of work right now, so I have a ton of free time, and it still took me about a month to get ready to even bash.

I feel for you with your plate comment, as well. I spent somewhere around 30 hours on my plate, only to settle for less than what I wanted because I just couldn't waste any more time on it.

I know this post is at least being glanced at, as I've seen at least one admin's name on the reading section.
Rodngar2009-02-28 00:54:49
My luck kicked in and I managed to produce a 85/87 fullplate in an hour. I decided to keep that one for now, and I'll reforge it for real for 90+/90+ later.
Gero2009-03-01 00:33:05
So I thought of something, maybe an easy fix for forging. Why not just increase the amount of random stat per forge? Seems like it would be easy to code and an easy fix, mallets still work the same and everyone is happy!
Mirami2009-03-01 04:34:05
QUOTE (SerenGuard Gero @ Feb 28 2009, 04:33 PM) <{POST_SNAPBACK}>
So I thought of something, maybe an easy fix for forging. Why not just increase the amount of random stat per forge? Seems like it would be easy to code and an easy fix, mallets still work the same and everyone is happy!


First off, isn't this what a Mallet does (along with halving the number for forges needed, and reducing balance)?

Secondly, wouldn't this also increase the max possible? Which would make the best weapons even better...

Same problem, right?
Esano2009-03-01 04:45:05
QUOTE (Romertien @ Mar 1 2009, 03:34 PM) <{POST_SNAPBACK}>
First off, isn't this what a Mallet does (along with halving the number for forges needed, and reducing balance)?

Secondly, wouldn't this also increase the max possible? Which would make the best weapons even better...

Same problem, right?

I expect he means keep the caps where they are and increase the number of stats applied per forge, so it takes a total of less forges to finish.

This is what the Mallet does so far: it DOUBLES the number of stats applied per forge, and HALVES the balance on forging time. Presumably, the Mallet would still increase the number of stats applied per forge, and thus still be very useful. But forging without a mallet would no longer be (practically) impossible.

Increasing the number of stats applied per forge, thus decreasing the number of forges required, means you have a higher probability of all the forges landing on a particular stat and getting the perfect weapon you've always wanted.
Rodngar2009-03-04 23:58:50
While increasing the number of stats applied per forge would be good, it still leaves a bad taste in my mouth regarding the Random Number Generator basically screwing you over most attempts. I figure an envoy needs to submit a report or a special report could probably be turned in..
Xenthos2009-03-05 00:04:01
QUOTE (Rodngar @ Mar 4 2009, 06:58 PM) <{POST_SNAPBACK}>
While increasing the number of stats applied per forge would be good, it still leaves a bad taste in my mouth regarding the Random Number Generator basically screwing you over most attempts. I figure an envoy needs to submit a report or a special report could probably be turned in..

Special reports are Admin requested.
Sarrasri2009-03-05 00:08:32
An attempt to get a Forging report was made, to be told no, so don't think we're getting one any time soon.
Isuka2009-03-05 00:34:41
QUOTE (Sarrasri @ Mar 4 2009, 04:08 PM) <{POST_SNAPBACK}>
An attempt to get a Forging report was made, to be told no, so don't think we're getting one any time soon.

I'd really like to hear a legitimate reasoning for being told no, other than the reasons I've already seen thrown around (basically tantamount to: "It's hard." which is probably more frustrated here-say than fact.)
Rodngar2009-03-05 01:35:03
For a skillset involving so much grief, it's questionable why they would say no.
Gero2009-03-05 02:14:54
I say we call a forging strike, refuse to forge for anyone but ourselves until it gets changed. ban.gif