Gero2009-06-03 05:42:40
QUOTE (Isuka @ Jun 2 2009, 10:27 PM) <{POST_SNAPBACK}>
I approve of this idea.
Give each type of weapon a starting stat allocation. Katanas are always 80/280/250, as a completely arbitrary example. Then allow for tempering to be done a certain number of times.
Furthermore, the higher you are in forging, the more points you can allocate (a transed forger being able to alter the item to the greatest degree).
As per mallets, maybe a -small- boost to spendable forging points and a speed boost.
Now, onto another possibility to go along with this: every time you attempt to temper the weapon for a stat, there is a small chance the weapon will be destroyed entirely (some of the comms returned to you?). The closer you get to 0 points, the higher that chance gets, and is also affected by your skill in forging. For a transed forger this will be fairly rare, for an inept forger will happen constantly. A forging mallet would remove the possibility entirely.
Give each type of weapon a starting stat allocation. Katanas are always 80/280/250, as a completely arbitrary example. Then allow for tempering to be done a certain number of times.
Furthermore, the higher you are in forging, the more points you can allocate (a transed forger being able to alter the item to the greatest degree).
As per mallets, maybe a -small- boost to spendable forging points and a speed boost.
Now, onto another possibility to go along with this: every time you attempt to temper the weapon for a stat, there is a small chance the weapon will be destroyed entirely (some of the comms returned to you?). The closer you get to 0 points, the higher that chance gets, and is also affected by your skill in forging. For a transed forger this will be fairly rare, for an inept forger will happen constantly. A forging mallet would remove the possibility entirely.
No one would go to smiths without mallets, which means that a large section of the trade would just be blacklisted because they couldn't get those better stats.
Unknown2009-06-03 05:52:57
QUOTE (SerenGuard Gero @ Jun 2 2009, 10:42 PM) <{POST_SNAPBACK}>
No one would go to smiths without mallets, which means that a large section of the trade would just be blacklisted because they couldn't get those better stats.
Yep.
Would be easiest to just refund mallets until we can come up with something useful for them to do.
Isuka2009-06-03 05:58:10
QUOTE (SerenGuard Gero @ Jun 2 2009, 10:42 PM) <{POST_SNAPBACK}>
No one would go to smiths without mallets, which means that a large section of the trade would just be blacklisted because they couldn't get those better stats.
Hence "small", and "maybe".
Daganev2009-06-03 06:38:29
QUOTE (Azoth Nae'blis @ Jun 2 2009, 10:52 PM) <{POST_SNAPBACK}>
Yep.
Would be easiest to just refund mallets until we can come up with something useful for them to do.
Would be easiest to just refund mallets until we can come up with something useful for them to do.
Just have them reduce the commodity price of forged items.
Gero2009-06-03 07:00:20
QUOTE (daganev @ Jun 2 2009, 11:38 PM) <{POST_SNAPBACK}>
Just have them reduce the commodity price of forged items.
Not really helpful to smiths, maybe for people purchasing from them, but not so much for us.
Also see this blacklisting anyone without a mallet.
Unknown2009-06-03 07:17:04
QUOTE (Isuka @ Jun 2 2009, 10:58 PM) <{POST_SNAPBACK}>
Hence "small", and "maybe".
No such thing as "small". If it gives so much as one extra point of damage, it will be the only option.
Min/max ftw.
Isuka2009-06-03 07:27:08
QUOTE (Azoth Nae'blis @ Jun 3 2009, 12:17 AM) <{POST_SNAPBACK}>
No such thing as "small". If it gives so much as one extra point of damage, it will be the only option.
Min/max ftw.
Min/max ftw.
And that still leaves, "Maybe."
You see, I learned long ago that for anyone to listen to anything you say on these forums, you have to put something into the post for them to nitpick.
Gero2009-06-03 07:30:01
QUOTE (Isuka @ Jun 3 2009, 12:27 AM) <{POST_SNAPBACK}>
And that still leaves, "Maybe."
You see, I learned long ago that for anyone to listen to anything you say on these forums, you have to put something into the post for them to nitpick.
You see, I learned long ago that for anyone to listen to anything you say on these forums, you have to put something into the post for them to nitpick.
Psh people will still nitpick at them. /ironic
Isuka2009-06-03 09:06:55
I'm..... actually fairly optimistic! It seems like forging is going to win this poll if trends hold... and if it does then maybe, just maybe, we'll actually get a fix!
Aerotan2009-06-03 10:02:01
Perhaps, to go along with the idea of tempering for stats, keep the totals the same, but allow a forger with a mallet to put more into the stat they're aiming for at the cost of one of the others? Or having the mallet allows them to all but abandon one stat to put points into the others?
Unknown2009-06-03 10:02:31
Mmhm, now just cross your fingers that the fix isn't completely terrible (I wouldn't count on it).
Also, remember what happened last time they had a poll? Last week? lolol
Also, remember what happened last time they had a poll? Last week? lolol
Daganev2009-06-03 14:39:55
QUOTE (SerenGuard Gero @ Jun 3 2009, 12:00 AM) <{POST_SNAPBACK}>
Not really helpful to smiths, maybe for people purchasing from them, but not so much for us.
Also see this blacklisting anyone without a mallet.
Also see this blacklisting anyone without a mallet.
This boggles my brain. Every trade artifact gives you more comms than people without trade artfacts. Thats what they do. Why would the mallet be any different?
If the stats for weapons are all the same, then this means that blacksmiths can sell weapons in shops, and get a higher profit margin than those without hammers.
You keep only thinking that people have to come to the forger and find the specific weapon they want because of the way the stats currently work. But if they are standarized, then people will be picking weapons based on looks, not stats, and it will depend which cartel you belong to, more than if you have a hammer or not.
Casilu2009-06-03 15:43:21
Forging still won't get that kind of business. Demand for forged goods won't change because it suddenly becomes easier. The exact same amount of people will need weapons, shields, and armor. It still won't be a profit tradeskill in the same way the others are.
Unknown2009-06-03 15:55:28
QUOTE (daganev @ Jun 3 2009, 03:39 PM) <{POST_SNAPBACK}>
This boggles my brain. Every trade artifact gives you more comms than people without trade artfacts. Thats what they do. Why would the mallet be any different?
If the stats for weapons are all the same, then this means that blacksmiths can sell weapons in shops, and get a higher profit margin than those without hammers.
You keep only thinking that people have to come to the forger and find the specific weapon they want because of the way the stats currently work. But if they are standarized, then people will be picking weapons based on looks, not stats, and it will depend which cartel you belong to, more than if you have a hammer or not.
If the stats for weapons are all the same, then this means that blacksmiths can sell weapons in shops, and get a higher profit margin than those without hammers.
You keep only thinking that people have to come to the forger and find the specific weapon they want because of the way the stats currently work. But if they are standarized, then people will be picking weapons based on looks, not stats, and it will depend which cartel you belong to, more than if you have a hammer or not.
As has been said, demand for forged goods is low enough that doing this would make the mallet anywhere near worth the cost. The only thing that is needed widely by any measure is shields, and even those are rendered obselete by anyone who gets a shielding rune.
Shaddus2009-06-03 19:26:41
I repeat.
GNOMES FOR JUNE.
That is all, good day.
GNOMES FOR JUNE.
That is all, good day.
Lendren2009-06-03 20:49:42
QUOTE (daganev @ Jun 3 2009, 10:39 AM) <{POST_SNAPBACK}>
This boggles my brain. Every trade artifact gives you more comms than people without trade artfacts. Thats what they do.
Well, not every one.
Bael2009-06-03 21:13:03
Fix forging by introducing arty weapons .
Gero2009-06-03 21:22:12
QUOTE (daganev @ Jun 3 2009, 07:39 AM) <{POST_SNAPBACK}>
This boggles my brain. Every trade artifact gives you more comms than people without trade artfacts. Thats what they do. Why would the mallet be any different?
If the stats for weapons are all the same, then this means that blacksmiths can sell weapons in shops, and get a higher profit margin than those without hammers.
You keep only thinking that people have to come to the forger and find the specific weapon they want because of the way the stats currently work. But if they are standarized, then people will be picking weapons based on looks, not stats, and it will depend which cartel you belong to, more than if you have a hammer or not.
If the stats for weapons are all the same, then this means that blacksmiths can sell weapons in shops, and get a higher profit margin than those without hammers.
You keep only thinking that people have to come to the forger and find the specific weapon they want because of the way the stats currently work. But if they are standarized, then people will be picking weapons based on looks, not stats, and it will depend which cartel you belong to, more than if you have a hammer or not.
First off, a mallet of forging doesn't do that now. It balance time in half, as well as reduces the numbers of strikes needed to define and refine a piece. It's already different.
Secondly a smith can without a mallet can charge the exact same amount as one with a mallet, someone may go to a smith with a mallet just because it might be faster. There are no stat difference between someone with a mallet and someone without one.
Also your last statement can be taken as the same thing, needs to be a bit more clear.
Dakkhan2009-06-03 21:53:01
- A non-artifact version of the mallet that you -need- to forge with that has a predetermined amount of strikes before it breaks, and costs a decent amount of gold. All forging will be like forging with a mallet, and the benefit of the artifact is that it never breaks - increasing revenue.
- Make Chainmail worthwhile for Guardians instead of robes. That will add some diversity to the demand.
- Funky new weapon runes that can be drawn on someone else's weapons and armor without them having to give it to you. More comms, better buffs... less comms, worse buffs. Then forgers can charge a small amount for buffs.
- Boot spikes you attach that prevent gusting for a predetermined amount of uses, or similar items that can break but prevent afflictions and/or attacks.
- Cross trade items. Forgers make components for watches and musicboxes for tinkerers and hinges/knobs/whatever for artisans. Forgers need spellcraft or lorecraft components to attach their magic runes.
- Make Chainmail worthwhile for Guardians instead of robes. That will add some diversity to the demand.
- Funky new weapon runes that can be drawn on someone else's weapons and armor without them having to give it to you. More comms, better buffs... less comms, worse buffs. Then forgers can charge a small amount for buffs.
- Boot spikes you attach that prevent gusting for a predetermined amount of uses, or similar items that can break but prevent afflictions and/or attacks.
- Cross trade items. Forgers make components for watches and musicboxes for tinkerers and hinges/knobs/whatever for artisans. Forgers need spellcraft or lorecraft components to attach their magic runes.
Shaddus2009-06-03 21:53:32
QUOTE (Lendren @ Jun 3 2009, 03:49 PM) <{POST_SNAPBACK}>
Well, not every one.
:lean Lendren:
They just don't understand, do they?