Olive wrote:Estralis Seborian wrote:Dear fellow Illarionites,
I am currently taking a look at smithing as a representative of crafting processes. I have concepts of my own to improve the current state but I also want to hear other's opinions. I have three questions:
- What do you like about smithing?
- How would you describe a perfect smithing "system" in a few words?
- To reach a state that comes close to your vision, what would you change about the smithing "system"?
Thanks in advance - you don't need to write long essays, the more (different) opinions, the better. You may also give minor suggestions about what to change (e.g. item xyz should not require ressource abc), but a more general vision helps more. Also, as always, do not pick other's posts to pieces without providing alternative thoughts.
There are only a couple things i would like to see 'adjusted' for smithing.
1) make smithing strength based, not dex based. this is more logical in my opinion.
2) allow item repair to IMPROVE weapon or armor wear without damaging quality if additional resources are used in the repair. For example. I want to repair a serinjah. I would shift clickthe sword, and a iron ingot, and a 'better repair' is activated, where there is a good chance that the weapons wear is improved without harming the quality. not 100%, but perhpas a ratio of skill obtained / skill needed, to a maximum of maybe 60%
3) somethign has to be done to encourage mining. maybe this means improving the gem rates. or working on ways to not discourage miners from playing. This IS related somwhat to the no mule in mines change that occured over summer, and soem compromise should be looked at since it seems that ALL mining for profit was squelched at that point. (yes i know there are 2 peopel who still do but 2 peopel cannot support 5 million smiths)
4) i would like to see merchants buy more of the product so smiths who have no export market dont have to keep makingthe same item over and over just so they have something to sell. No, they cannot just find people to sell to as 98% of the people will only buy form a specific person so new smiths cannot even start to sell anythign until they are well skilled or get lucky.
5) some of the smithign steps just take too long, 31 hammer hitsfor one step is enough t put even a meth addictto sleep
1) Lets not mess with the attributes -please-. For all that is good, leave the friggen attributes alone. They are a pain to try and mess with to start with.
2) Two seems ok, but that would just result in everyone taking up repairing their stuff all the time, with no smith.
3) I like the idea of 'encouraging' mining. But maybe we should have some more 'public' mines. Right now, there are three mines that I know of that give coal. One is closed off due to IG things, one is very distant from the rest of the island and technically you should pay to use it, and one is through a forest and way out in the middle of no where.
4) I disagree with the reasoning behind this, but I do agree with some changes to the npcs. Npc's by smithed stuff for very little, such as a serinjah sword for like 10 copper, and then sold back for a silver, or more.
5) Some of the steps do take a while, but I think it is important to do that. If not, then we will have so much 'rare' stuff floating around. One of those is the Shield of the Sky. At one time it was extremely rare, now you can find one for a few thread.
---My ideas----
1) More uses for copper. Copper right now, is the laughing stock of the smithing world. Its good for details, and its abundant. It is very rarely used.
2) Balancing the products made. Serinjah's still are quite powerful, to a point where anything else is almost silly to be bought if you want a slashing weapon.
3) The armors themselves are very good, but it seems more and more all warriors will -only- by one type. Maybe after a certain 'level' of smithing, make them all equal, or give one an advantage over anouther, such as "Salkamar can take slashing weapons excellently." "Lor Angur can deflect magic much easier!" "Silversteel can do both, but not as well as either." The same would be for helmets.
4) Give a use or bonus to some of the lesser used objects. Such as the Elven rainbow sword, or the Elven sword. Maybe give them boosts with elves? Maybe some of the axes, yes I know some do have some range to them, should have a bonus when used by orcs or dwarves.
5) Magical elven armor, should be only worn by elves. Otherwise, it isn't 'magical elven armor' its 'Magical one race fits all armor.'
6) Make 'sizes' to the armors. A smaller person would wear a 'smaller' armor. This could be determined if the human has 'short man' he has a 'small armor.' A regular man could wear regular, and a tall man would need 'large' armor. For simplicity, it could be that the small plate armor would fit a small halfling as well, or a small orc, lizard, ect.