Propsal - about skills and atributes

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Leif
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Propsal - about skills and atributes

Post by Leif »

it is a good idea NOT to have exact skills on weapons... but i would like it so you at lest could see the size of the weapons or something....
because in real life you easily see that a 2 meter long sharp sword does more damage than a 1 inch rusty pocket knife
but its really hard to see the difference in the game...
and usually the better the sword, the more gold and decor are on the sword.... at least it was in the dark ages....
and shields.... you cant see the size of them or what they are made of.... many people can see that in real life... metal are not good.... cus i see the difference between silver and lead---- but how could you do that in a game?
Leif
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Post by Leif »

and how about making people tired?
it would make it harder to both fish and fight and tailor and use magic at the same time...

if you could be tired... then people would find 1 job to do f.ex. making food...
then the prizes would go up and people could make that a living....
how much tireing things are should depend on the job
f.ex. blacksmithing is more tireding than fishing...
and to rest you could use a bed... (if you have a house... or you could ask someone for bed and breakfeast...)... or... sitting... standing and talk... or just lie down on the ground

write down what you think
Dax
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Post by Dax »

Here's an idea,

When people make action such as fishing and smithing, simply make the action a combat round.

No need for me to say more.
Bror
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Post by Bror »

Actions already take some time. It is no real exaustion, since it only prevents you to do something for the next few parts of the second. Maybe some of the scripts (like fishing?) don't have the delay already.
Damien
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Post by Damien »

Another idea would be the use of popup windows ( or the main screen window shows something else ) Like when using for example a hammer with ore, a big menu opens (smithing mode) with what to make and how many of it, and how many resources are needed, and how many are available. To leave the smithing thing, there should be an "exit" button.
For smithing and manufacturing things, there should be
a) different amounts of ressources needeed (three ore and two coal, eight coal and five ore etc...). Every Item manufacturing should last a while, depending on the smithing skill, shown with a status bar that reaches 100% when finished. Smiths with lower skill may use/need more material sometimes, or completely ruin the trial object.
In the smithing thing, one should be able to talk with others, or pause the smithing when attacked (auto-switch to normal mode). But with such window / menu use, it will be impossible to do several things the same time.
An additional idea would be, to implement the use of the raw materials to the menu. That means, if i am smithing, i have a fireplace graphic, and an anvil graphic. I have to feed the fire with coal to keep it hot (and perhaps blow air into it), and i have to perhaps click the anvil to smith the glowing iron. If i smith the iron when the fire is too cold, it may destroy the thing (failure). This way, smiths have a delay and have something to do meanwhile. The amount of time may be replaced by the amount of needed "use-of-anvil", that means hit the iron with the hammer, and the number of needed material. When the wanted amount of items is smithed, the smith can click the "exit smithing" button...
In fishing, the "menu" could show water, and some fishes in it, one has to click these to bait them (or click floating lamps or shoes to get these). The success depends on the skill. The "fishing"-menu can be left with an "exit"-button when having fished enough too.
A "Digging"-menu could influence the chances of what is digged out, the skill affecting the possible things. A "woodcutting"-menu may be nonsense.
Captain Kirk
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Post by Captain Kirk »

Hallo

it will be nice if u have to stand near an anvil to be able to smith (so we reduce the damn noise in the streets too *g*)

Bye
Read ya
MfG

Capt. Kirk
Sturm Feuerklinge
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Post by Sturm Feuerklinge »

Well, I think, that our Pogrammers and Scripters are working hard all day and night, and they`ll be very intrested in some of your innovation ideas, but I think also too,that we got a Thread wih the same Discussion, so please use existing threads and talk about that, what the Topic says, and not about a bag of rie in china :)

Greetings
Leif
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Post by Leif »

the ideas seem interesting...
the anvill thing is a good idea.... same with the popup...
Darc Nite
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Post by Darc Nite »

First of all, I think weapons should be kept simple. Each weapon should name the material it is made of. For instance, STEEL short sword, WOOD short sword, MITHRYL short sword. It will become obvious to the players which is better by just reading the name of the material.

Second, craftsman should advance a little different then they do now. Craftsmen should only be able to work with a  certain material until a certain skill level is atttained. Here is my example.....Say a blacksmith starts out only being able to work with wooden( or some other low grade material) armors and weapons. Maybe he could make a wood dagger first, then a wooden short sword, then a wood sword and so on...untill he attains the skill to work with the next grade of material. The process would then start again, dagger, short sword, sword , and so on...
This would apply to the other trades also....bakers could only bake foods from entry lvl grains to start, then work their way up to better grains and foods with better properties. Fisherman could only use worms to fish with at start to catch small fish, then work up to bigger baits and bigger fish being caught. Tailors can only work with burlap to start..work way up to fine silks eventually....

This slower proggression of trade skills would serve this purpose....

It would eliminate the need for pop up windows or delays in the actions of tradesmen. If the skill takes alot of time to progress, to be proficient in the skill, it leaves little time for hardcore crafters to be fighting or exploring. Also hardcore fighters and explorers would have little time to be crafting if they want to get their fighting skills high enough to be excellent warriors.

Also make the rate of failure for tradeskills higher and higher according to the lvl of material being used. That would make the value of a finely crafted weapon higher than if a blacksmith could just pump out weapon after weapon after weapon. I'm talkin about makin it hard to make more than one or two good weapons a day for a blacksmith (at the higher lvls).

Oh well....I'm just gettin tired now, so got to go.

Later guys!!!
Trilaman
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Post by Trilaman »

first of all I'm carpenter and don't like to see that wood is called a low grade material ;)
but now I have to make a few sentences about the time some works do, too :)

I think the delay is there for EVERY action and I never saw someone doing two things at exactly the same time. If someone produces an armor or two between two strikes in a battle I think that is a problem of his own roleplay, not of the system. And to Damiens idea of the popup window where you give in the number of products to be made... that's exactly the point I dislike. (I like the other ideas Damien ;)) In my opinion it's already too easy to produce great amounts of anything. Baking is a positive exception, as there are many steps (especially refilling the bucket is hard work *g*) and peasantry, because there you have to wait for your chops to grow. But there is no problem to mine for and smith 1000 plate mails in a short time...

think about it
Darc Nite
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Post by Darc Nite »

Sorry Trilaman  : )~

Wood is only inferior when making weapons.

I'm sure you are quite good with wood as a carpenter!!

My humble apologies.....
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Rugosch
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Post by Rugosch »

@Darc Nite:
Your Idea is good, but your should not set wood and iron in the same products line. A blacksmith can work with iron and other metallic materials and a carpenter with wood. Its possibly to say that the blacksmith first can only smith copper weapons of lower grade like daggers. If his blacksmith grade reaches a higher level, he can smith better copper weapons and the starting iron weapons, and so on. The same for the carpenter with different wood sorts. So you can go a similiar way like the blacksmith.
@All:
In higher levels the char can decide to learn smithing better weapons or better armors (professions Armorer and Armorsmith). The same procedure for carpenter. I also think, that it must be a hardship to learn more professions. For example the first profession you can learn normal. For the second you need the double time to reach the same level. For the third you need the four time and so on. This should be for different producing professions like blacksmithing, carpentry and food making. Mage, druid and warrior skills should handle similiar between each other, but not in comparing the producing professions. Similarly professions like the different smithing forms or new different carpentry professions should not be effected so hard.

Bye
Rugosch
Damien
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Post by Damien »

It's not good to have a window where you setthe amount of what you make, sure.
But in such a window, you could see for example, an anvil, coal, a smithing fire, iron - an then do something while you are smithing (i.e. keeping the fire hot enough by blowing air into it, feed it with coal, keeping the metal hot enough by putting it into the fire, and smithing it by putting it on the anvil. That way, smithing an item would last a while, and would use up some resources. Like, with every hammer-hit you do, you have a skill-dependent chance that your work becomes better (or worse if the object is too complicated for your skill). Every item could use several iron ore (or bars later?), and the longer you smith on it, the more coal you need to keep the fire going.
For example, a simple sword needs to be succesfully hammered 30 times and needs 2 ore. Every hammer hit needs a second or such (smithing sound length, ding-ding-ding). If your skill is good, you will have finished it quickly. With bad skill or high item difficulty, you hammer some times with success (bringing your work closer to finish), sometimes without success (not getting better but not worse so you need longer), and when you totally fail it, it ruins a good effect from before, so you must do it again (fumble). Or you hammer on your thumb too hehe...
When finished, you make the sword hot again, and put it into a bucket of water. *g*
Would be nice to make some sort of little "game" from the different activities. That's what i meant in total *g* but such would need much programming i guess.
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Caranthir the great
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Post by Caranthir the great »

hmm...i like that idea , damien... but as a greedy ol' dwarf ... such a high diffulcty raising would demand also big changes in the prices of products.

D'OH!
Damien
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Post by Damien »

Sure that would be necessary.
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Caranthir the great
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Post by Caranthir the great »

WHA-HAA!

that was music for m' ears!

raise the prices...ahh! ;)
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