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Originally Posted by Kalean
Overall...I have many ideas that all would tie together in one system though...But back to the idea that not all crafted weapons would be identical. A range of damage for each craft would be nice. An example would be let's say this crystal blade via the shop (if sold at a shop) would be a attack of 55...If crafted there is a random chance the weapon can have between 50-60 attack. Depending on the quality/sum of materials used to do so. That's an idea just for basic crafting...The range of damage can be smaller also to keep a smaller difference from the crafted version and a version that can be bought out right.
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I definitely agree with this. On top of that, if it's not to difficult to develop in tandem, the ability to craft items based on skill. That wouldn't necessarily mean that if you're this good, that means you can only create this item at this quality. It would be a game of chance, basically. Taking into account your level of skill, the level of quality would be determined by percentages based on how difficult the item should be to create.
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Another feature this system could have is that there are no real recipes...For the shop items a recipe would be displayed but experimentation is key. You can make unique items that have special bonuses that shop item's don't have. Of course there are no recipes...So you'll have to experiment..Just like how you'd really have to in crafting...There would have to be a large pool of item/weapon/armor model's that aren't included in the game through shops...Some can be added to monster drops which would increase the rarity factor. But combining multiple items to create something new would be a great way to have a refreshing taste to the game...Not just the same old +5 crystal dagger or Demon Edge floating about like it was in lineage 2. I loved the idea about removing Might Mortal from the game....So only those floating around were circulating and made them rare. Very great idea. But implementing something similar in a wider fashion would be great. Basically people have to figure out recipes on their own. This would also give a lot of life to crafting and create a interest in it through the game and forums around the net. Like let's say taking holy water from a well known pure fountain in the lore (an example)..And mixing it with pure high grade metals and other materials could create a Sword of Shimmering Light...Which would shield the wielder from a single spell attack every 20 or 30 seconds..It would have a cool down then pop back up to protect from another negative spell. Of course there would have to be a lot of special abilities and weapon skills in a large pool that are pulled by percentage on creation depending on the items used.
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Definitely. Although, in order to give structure to this system, I think there would have to be base recipes. So, if you want to make a sword, you need certain basic ingredients. And once you have those, you'll choose from a list of logical ingredients to modify the item. So, let's say, the extra ingredient was diamond. Logically, diamond is the hardest of minerals. Therefore, that would make the sword stronger. So it could increase the damage and durability (if the durability system is applied). And there could potentially be some negative effects of each extra ingredient. That way, you can't create super items so easily. But rarer items could potentially have less negative effects. This could apply to any of the tradeskills in the game.
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Also why not combine certain weapons?...Not just straight up take both and combine..But it'd be nice to have a salvage system that gives more then just materials. Like for example..Let's say we go about getting a drop from a big boss mob int he game...A Chaotic Blade for instance. Which has the ability to absorb the blood of the opponent...The cursed blade would drain the blood of the victim feeding it's malice soul and after 5 or so hits...The 6th hit would do bonus damage releasing It's stored energy..(keep in mind I'm just making up random abilities..)...Instead of salvaging materials..There's a chance you can salvage something more rare..The ability...Chaotic ore or something in that nature...Now taking this Chaotic ore and mixing it with holy water and high grade craft materials...A new weapon can be created through experimentation...You can end up with a Blade of Holy Malice...Which would drain the blood of your enemy and feed their life force into you...As a drain effects. Overall something like this would be difficult to make..There would have to be random weapon/armor/item models that aren't used for weapons..But can be created through percentages of what items are being used...Which would call up for special abilities and the look of the weapon. There would have to also be a vast pool of special abilities that are diverse...Which can be called up by percentage as well through the crafting process....
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This salvage system could be combined with my idea. Perhaps you could not only create the item with the extra ingredients from the get-go. But you could possibly improve the item by adding extra things later on. With a sword, you can reforge it to add extra effects. But this should have some repercussions, in order to be more believable. So, perhaps if you reforge or re-cook or whatever, the all of the effects could potentially be lessened by the fact that reforging isn't as effective as the initial forging.
On a side note, titles for these things could be dictated by the effects. For example, adding a diamond or another jewel would give it the title of "Shining Sword".