Everiine2009-06-07 20:18:51
One player is appointed the "project" person. That must mean no one else can offer suggestions.
Desitrus2009-06-07 20:23:09
QUOTE (daganev @ Jun 7 2009, 02:33 PM) <{POST_SNAPBACK}>
What flexibility? there is always going to be 1 "best option" for stats. And if there are multiple "best options" then those would be reflected in the weapon type that is made. Also, how customizable are the tertiary weapons going to be? daggers/chopping axes etc. And is the boost to the mallet going to be so large that it will be required by every forger?
Since we have no idea what your "already done proposal" is, it's hard to say if its a good fix for everyone or not.
Also, what does your "allready done" proposal suggest for all the currently "useless" items in forging?
Since we have no idea what your "already done proposal" is, it's hard to say if its a good fix for everyone or not.
Also, what does your "allready done" proposal suggest for all the currently "useless" items in forging?
Any weapon type of any pattern will be usable. Mallet will not be required, but it will be desired and allow forgers to.....
Make a profit
I know, dirty words concerning forging.
The proposal fixes what everyone has bitched about in forging. It doesn't seek to reinvent the wheel or make gigantic sweeping changes that will necessitate class rebalancing.
Desitrus2009-06-07 20:23:52
QUOTE (Everiine @ Jun 7 2009, 03:18 PM) <{POST_SNAPBACK}>
One player is appointed the "project" person. That must mean no one else can offer suggestions.
Yep, I didn't talk to any other forgers. You're right. Completely right. In fact I'm not in any clans with any forgers and all ideas are solely mine and I am looking to screw every forger but me.
Also lol.
Daved2009-06-07 20:33:08
I'm all for equalizing weapons within weapon types, and I find myself agreeing with Daganev's numbers. I don't see how using these base statistics would stop forgers from making a profit any more than enchantment rings being all the same stops enchanters from making a profit. A forger could easily justify charging more than the comms simply because he is a skilled worker. The only thing that consistent weapon stats would change is the amount of time a forger spends forging, and that's exactly what we're trying to change.
Casilu2009-06-07 20:36:17
QUOTE (Desitrus @ Jun 7 2009, 01:23 PM) <{POST_SNAPBACK}>
The proposal fixes what everyone has bitched about in forging. It doesn't seek to reinvent the wheel or make gigantic sweeping changes that will necessitate class rebalancing.
If Melville didn't lie to me about what was proposed, I think you got rid of a lot of the big problems with forging without any massive changes.
Casilu2009-06-07 20:40:06
QUOTE (Daved @ Jun 7 2009, 01:33 PM) <{POST_SNAPBACK}>
I'm all for equalizing weapons within weapon types, and I find myself agreeing with Daganev's numbers. I don't see how using these base statistics would stop forgers from making a profit any more than enchantment rings being all the same stops enchanters from making a profit. A forger could easily justify charging more than the comms simply because he is a skilled worker. The only thing that consistent weapon stats would change is the amount of time a forger spends forging, and that's exactly what we're trying to change.
"I am a transcendent forger, I have spent 700 credits to get a mallet and perfect my craft, but I can give you the same weapon as that guy in nearly the same amount of time, but I'll charge you double."
Daved2009-06-07 20:40:58
QUOTE (casilu @ Jun 7 2009, 04:36 PM) <{POST_SNAPBACK}>
If Melville didn't lie to me about what was proposed, I think you got rid of a lot of the big problems with forging without any massive changes.
What was proposed? Why the big secret :?
Daganev2009-06-07 20:54:11
QUOTE (Desitrus @ Jun 7 2009, 01:23 PM) <{POST_SNAPBACK}>
Yep, I didn't talk to any other forgers. You're right. Completely right. In fact I'm not in any clans with any forgers and all ideas are solely mine and I am looking to screw every forger but me.
Also lol.
Also lol.
Why the are you being so defensive?
Unknown2009-06-07 20:54:17
QUOTE (Desitrus @ Jun 7 2009, 03:15 PM) <{POST_SNAPBACK}>
Do you really, REALLY think that after spending what I can only guess is more hours forging than anyone in this bloody game that I'd half-ass a solution to it? Give me a break.
In recent news, Lusternia admins have decided to print "In Desitrus We Trust" on all new gold pieces.
It actually has a pretty good ring to it.
Casilu2009-06-07 20:54:20
QUOTE (Daved @ Jun 7 2009, 01:40 PM) <{POST_SNAPBACK}>
What was proposed? Why the big secret :?
If he wanted to say it, Desitrus would have said it.
Daganev2009-06-07 20:56:43
QUOTE (casilu @ Jun 7 2009, 01:54 PM) <{POST_SNAPBACK}>
If he wanted to say it, Desitrus would have said it.
Quite a power trip this clique seems to be on. Damn...
So much for helpfull supportive community.
Desitrus2009-06-07 20:57:23
Because I don't feel like debating it until it's finalized. Obviously my original draft will differ from the exact implementation. Then even if people do like it and it changes when it is put in, people will go all BAWWWW THAT ISNT WHAT WE WANTED. Etc. Shuyin, Vathael, Melville, Xenthos, Chade, and a few others have all seen it.
As for the defensive, you didn't feel that was an appropriate response to this statement?
??? I'm not known for sugar-coating things, least of all garbage like that.
As for the defensive, you didn't feel that was an appropriate response to this statement?
QUOTE
One player is appointed the "project" person. That must mean no one else can offer suggestions.
??? I'm not known for sugar-coating things, least of all garbage like that.
Casilu2009-06-07 20:58:18
QUOTE (daganev @ Jun 7 2009, 01:56 PM) <{POST_SNAPBACK}>
Quite a power trip this clique seems to be on. Damn...
So much for helpfull supportive community.
So much for helpfull supportive community.
So bitter the peasants are. You should just be happy for our success. You know what we do with peasants around here...
Daganev2009-06-07 21:02:29
QUOTE (casilu @ Jun 7 2009, 01:58 PM) <{POST_SNAPBACK}>
So bitter the peasants are. You should just be happy for our success. You know what we do with peasants around here...
Gero2009-06-07 22:50:01
CODE
Weapon Types
------------
One-Handed Blades (cutting damage, used by warriors trained in Blademaster)
Shortsword    : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Longsword    : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Broadsword    : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Scimitar      : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Rapier        : Damage: 60 Precision:  110  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
One-Handed Bludgeons (blunt damage, used by warriors trained in Bonecrusher)
Club          : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Flail        : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Mace          : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Morning Star  : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Battle Hammer : Damage: 60 Precision:Â Â 110Â Â Speed: 280Â Â Missrate Bonus:Â Â Â Â 0%Â Â Parry/Stance Bonus: 0%
Two-Handed Blades
Katana        : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greatsword    : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Claymore      :Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Bastardsword  : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Two-Handed Axes
Klangaxe      : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greataxe      : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Waraxe        : Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Battleaxe    : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Kata Weapons
Shofa        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Tahto Staff  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Jakari Chain  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Nekai        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Misc.
Dagger        : Damage: 50  Precision: 235    Speed: 240    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
One-handed axe: Damage:Â Â 180Â Â Precision: 100Â Â Â Â Speed: 150Â Â Â Â Missrate Bonus:Â Â 0%Â Â Â Â Parry/Stance Bonus: 0%
------------
One-Handed Blades (cutting damage, used by warriors trained in Blademaster)
Shortsword    : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Longsword    : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Broadsword    : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Scimitar      : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Rapier        : Damage: 60 Precision:  110  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
One-Handed Bludgeons (blunt damage, used by warriors trained in Bonecrusher)
Club          : Damage:  90  Precision: 120    Speed: 160    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Flail        : Damage: 180 Precision: 130  Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Mace          : Damage: 110 Precision: 140 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Morning Star  : Damage: 100 Precision:  235  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Battle Hammer : Damage: 60 Precision:Â Â 110Â Â Speed: 280Â Â Missrate Bonus:Â Â Â Â 0%Â Â Parry/Stance Bonus: 0%
Two-Handed Blades
Katana        : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greatsword    : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Claymore      :Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Bastardsword  : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Two-Handed Axes
Klangaxe      : Damage: 120 Precision:  240  Speed: 280  Missrate Bonus:    0%  Parry/Stance Bonus: 0%
Greataxe      : Damage: 200 Precision: 517  Speed: 180  Missrate Bonus:  10%    Parry/Stance Bonus: 2%
Waraxe        : Damage: 360 Precision: 286 Speed: 180  Missrate Bonus: 2% Parry/Stance Bonus: 10%
Battleaxe    : Damage: 220 Precision: 308 Speed: 200 Missrate Bonus: 5% Parry/Stance Bonus: 5%
Kata Weapons
Shofa        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Tahto Staff  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Jakari Chain  : Damage:  200  Precision: 200    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Nekai        : Damage:  100  Precision: 100    Speed: 210    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
Misc.
Dagger        : Damage: 50  Precision: 235    Speed: 240    Missrate Bonus:  0%    Parry/Stance Bonus: 0%
One-handed axe: Damage:Â Â 180Â Â Precision: 100Â Â Â Â Speed: 150Â Â Â Â Missrate Bonus:Â Â 0%Â Â Â Â Parry/Stance Bonus: 0%
And I'm still going to never pick anything but speed, nice idea but really it's not helpful to fix forging. This is an attempt to bring out other weapons. Which isn't going to happen until the stats are fixed up. So since we're just concentrating on fixing forging, add in non-metal refunds, and add in tempering +.
Unknown2009-06-07 23:22:20
QUOTE (SerenGuard Gero @ Jun 7 2009, 10:50 PM) <{POST_SNAPBACK}>
add in non-metal refunds
This would make weapons a lot more aesthetically pleasing, and unique.
I think someone said this before, solely from a commonsense perspective, this wouldn't have to break sanity (melting nonmetals makes no sense) if forging non-allmetal designs was implemented as 'forge to build a base weapon, then add jewelled/whatever inlays' - e.g., forge and reforge a basic non-usable weapon, then add in the shiny non-meltables later after the stats are finalized to complete the design. Or hell, allow jewellers to use gems to add sparkly adjectives to existing weapons for uniqueness.
I play a knight but I'm definitely not qualified to say anything about the combat-related aspects of forging; however, I would love it if the admins considered making non-allmetal designs viable after they finish implementing tempering or whatever solution they come up with. I remember bashing up 10x more than what I had to just so I could afford multiple reforges with a mostly-jade design...
Gero2009-06-07 23:34:43
QUOTE (Nax @ Jun 7 2009, 04:22 PM) <{POST_SNAPBACK}>
This would make weapons a lot more aesthetically pleasing, and unique.
I think someone said this before, solely from a commonsense perspective, this wouldn't have to break sanity (melting nonmetals makes no sense) if forging non-allmetal designs was implemented as 'forge to build a base weapon, then add jewelled/whatever inlays' - e.g., forge and reforge a basic non-usable weapon, then add in the shiny non-meltables later after the stats are finalized to complete the design. Or hell, allow jewellers to use gems to add sparkly adjectives to existing weapons for uniqueness.
I play a knight but I'm definitely not qualified to say anything about the combat-related aspects of forging; however, I would love it if the admins considered making non-allmetal designs viable after they finish implementing tempering or whatever solution they come up with. I remember bashing up 10x more than what I had to just so I could afford multiple reforges with a mostly-jade design...
I think someone said this before, solely from a commonsense perspective, this wouldn't have to break sanity (melting nonmetals makes no sense) if forging non-allmetal designs was implemented as 'forge to build a base weapon, then add jewelled/whatever inlays' - e.g., forge and reforge a basic non-usable weapon, then add in the shiny non-meltables later after the stats are finalized to complete the design. Or hell, allow jewellers to use gems to add sparkly adjectives to existing weapons for uniqueness.
I play a knight but I'm definitely not qualified to say anything about the combat-related aspects of forging; however, I would love it if the admins considered making non-allmetal designs viable after they finish implementing tempering or whatever solution they come up with. I remember bashing up 10x more than what I had to just so I could afford multiple reforges with a mostly-jade design...
Everyone wants it, we'll see how it works out.
Tekora2009-06-08 00:59:56
QUOTE (Nax @ Jun 7 2009, 06:22 PM) <{POST_SNAPBACK}>
This would make weapons a lot more aesthetically pleasing, and unique.
I think someone said this before, solely from a commonsense perspective, this wouldn't have to break sanity (melting nonmetals makes no sense) if forging non-allmetal designs was implemented as 'forge to build a base weapon, then add jewelled/whatever inlays' - e.g., forge and reforge a basic non-usable weapon, then add in the shiny non-meltables later after the stats are finalized to complete the design. Or hell, allow jewellers to use gems to add sparkly adjectives to existing weapons for uniqueness.
I think someone said this before, solely from a commonsense perspective, this wouldn't have to break sanity (melting nonmetals makes no sense) if forging non-allmetal designs was implemented as 'forge to build a base weapon, then add jewelled/whatever inlays' - e.g., forge and reforge a basic non-usable weapon, then add in the shiny non-meltables later after the stats are finalized to complete the design. Or hell, allow jewellers to use gems to add sparkly adjectives to existing weapons for uniqueness.
Unknown2009-06-08 01:21:08
QUOTE (Tekora @ Jun 8 2009, 12:59 AM) <{POST_SNAPBACK}>
I assume that's what Lusternia would look like if the Charites didn't exist.
I was thinking more along the lines of having forgers make the basic design, and having jewellers spice it up with a more descriptive design if players wanted to. Totally unrealistic pipe dream though, since that doesn't really have anything to do with any of the problems in this thread whatsoever.
Celina2009-06-08 01:55:49
QUOTE (daganev @ Jun 7 2009, 03:56 PM) <{POST_SNAPBACK}>
Quite a power trip this clique seems to be on. Damn...
So much for helpfull supportive community.
So much for helpfull supportive community.
You noticed it too? Sadly, not the first time it has happened.
We plebeians shouldn't concern ourselves with opinions.