The way lumberjacking should work, and some other craft idea

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Pendar
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The way lumberjacking should work, and some other craft idea

Post by Pendar »

I know this is not going to happen any time soon, I am how ever just throwing it out there.
Currently you chop down a huge tree and gather enough wood to make an axe handle. This is a little laughable but more over makes lumberjacking very destructive to the forests. This we often end up rping when I am telling some lumber jack not to destroy the forest and i know he only has maybe 25 arrows worth of wood on him: roll: Poor guy/gal.
So of course what should happen is you chop down a tree a graphic similar to the "fallen trees/benches" appears and you hack away at that like mining. This may even have been suggest before in which case I apologies I find the search feature cumbersome when tracking down anything to do with "crafts" as the terms are mentioned so many times on the forums.

Of course then chopping down a tree could take a relatively long time with a small random chance you have just chopped a troll’s home down. :lol:...

Then when it comes to tailoring...
This craft is often over looked in game for a few reasons. Once players are higher levels they tend to not lose there clothes as often and wear less of them being covered in armor. Also due to it being the easiest craft to make things in due to the old case of a lack of items. Many people could tailor the basics....so we need to give masterfully tailored items perks.
Master tailor trousers and shirt= Add one point to agility when worn "now do i want to wear leather leggs or trousers hmm" choices are fun
Master tailor cloaks/robes= Add one point to dex

Also what would be nice is cloaks for warriors robes for magicians, currently we just rp so. How ever then we could eventually have robes of + 10% mana, Robes of plus 1 intelligence.

The same needs to eventually be done for cooking, at present a "chef" survives of income from people who actually rp eating well.
Old map i knew a great many warriors who lived of healing and food potions.
Finely baked pie=10% health increase for 5 minutes. "Non cumulative"

Better yet maybe one day we will have a health page to, Were a character can dehydrate and starve both of which would incur a 10% skill loss. :twisted:. Of course an apple only maintains your "hunger" you need a well cooked stew or pie every now and then to keep your self in good health.
Yes many people do rp this but lets be honest many people do not, Also rping it how ever well one may try is not equal to having to eat to avoid a skill loss. Rping it thus far has meant that cooks earn some coins, A game mechanic forcing people to eat well would make cooks wealthy.

That at the end of the day is what we want in illarion, money changing hands all the time for various items not just health potions,armor,weapons and arrows.
Brian
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Kranek
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Post by Kranek »

I like the ideas. Especially the "choping tree and "mine" them" idea is very good!
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Adano Eles
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Post by Adano Eles »

Why should clothes add to attributes? A shirt can't make you more agile then you naturally are.

A few ideas for tailoring were discussed at the RL- meeting:

1. Clothes as a requirement for making armor (Use shirts and pants as padding for the armor)

2. Terrain damage. Walking certain terrains can damage your clothes if you don't wear any armor.

There has to be a constant need of new clothes, similar to weapon/ armor breakage. Only this way tailoring can ever become a craft worthy of attending.
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Post by The-Puppeteer »

Well I wouldn't call cakes for a cooks work, thats a baker, we don't have any cooks at the moment do we? My char has never eaten a cake, because he can't afford it, but of course he might not like it. So what would be better is if you needed real food, like peas, sallad, vegetables, are there any? I think that if you don't eat enough fiber, vitamins, protein you should get awfully ill.
Like if you don't eat enough iron you would loose constitution, and so on...

But I like the idea of wood chucking and tailoring, and you could get extra agility points if you use pampers, the one that lets the baby move more easily.
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Post by Adano Eles »

The baby will still be able to move even better without them. :wink:
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Post by The-Puppeteer »

Well then, what about if all clothes you use give you a minus to agility and then the better ones don't do anything?
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Post by Gro'bul »

OH OH I GOT IT. Merchants don't charge you as much if you wear nice clothes, because they don't think they can rip you off as much. :mrgreen:
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Post by Naybet Grint »

Aah, but then people just get changed in the shops a lot into there non-armour clothes. And then people ambush people in shops because they don't be wearing armour, and it all gets very repetative very fast.

I like the "badly made clothes reduce your agility a little" idea. Alternatively one day it would be good to have a system whereby you can inspect someone else's worn inventory, and then at least rare colours become more valuable. If combined with a means of getting a rough idea of the quality of an item from a visual inspection (tied into perception and intelligence perhaps) then well tailored clothes become a status symbol, and a sign of wealth and taste.
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Post by Gro'bul »

Luxery points are supposed to make expensive stuff desirable, the system just isn't there yet. Also, you need dyes which might be expensive. Now because we live in illarion, and we have magic, different colors could have properties. A theif might want black, because it absorbs all colors, therefore maybe a tiny bit of magic resistance bonus? Or, a mage could want clothing that does not reflect blue the "color" of mana, and would give the mage a slight boost in mana regen. White would do the same as black, since it "reflects" all the colors. Plus attributes just doesn't make any sense. Green could have resistance against poison? Grey obviously just neutral.
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Post by Mimblethorp »

I like the ideas from the RL meeting for clothes, with the addition of physical damage to the character if not wearing any. After all, have you ever tried walking barefooted over hot stones or through a branch strewn forest? It's not a pleasant experience. Now we aren't talking MAJOR damage but heck, most people get a sun burn if they walk around with no clothing on. PLUS, there could be racial advantages included here. Halflings, have thick soles so they don't tend to wear shoes, orcs and lizards because of skin color, maybe don't need to worry as much about a shirt, while elves may suffer additional sun damage. etc..

And I love the chopping idea. Shouldn't be too hard an implementation either considering the code would be very similar to that used to mine rocks right now.

As for cooking, I agree that a hunger/thirst rating would be cool as long as it isn't ramped too high. Maybe make it so a person slowly looses health/mana when going without food for too long and get rid of the food potion, or at least make real food better for you than the potion, just like IRL real food has benefits for you that you simply can't get from vitamins.
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Post by Pendar »

Why should clothes add to attributes? A shirt can't make you more agile then you naturally are
Why dont people practice martial arts in bikers jackets?. I appreciate it is not entirely realistic at the same time it is not that far fetched. That a set of cloths fitting you perfectly would allow faster movement.

Of course when i was speaking of a cake or pie, I was just taking an example i knew existed. Lets not hang up on specifics cake/bread or stew when we have that...
How ever it is done the basic idea is to add value to crafts not taken seriously. I personally dont see a problem with making some of these bonus's temporary skill or stat gain. It is tried and tested in many games people are skill/stat horny. If it makes them better they want it
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Post by Adano Eles »

Clothes still don't add anything. Heavy leather hinders movement more then light and loose clothes.
Still, wearing something gives a disadvantage in agility oever wearing nothing. Or why do you think ancient Greek athletics practiced nude?
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Post by Pendar »

I cant argue that, I suppose my main point is that advantages make things desirable to many players/characters. Some of my characters are more skill orientated Pendar for example would pay a lot of money for some kind of advantage. Other characters of mine wouldnt need or care for them..
Main point is if it does something for the character beyond just rp..more players will buy it.
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Post by Adano Eles »

True, but they will only buy it once. Just giving items additional properties will result in variety but not number. And I still don't think attribute bonuses are the right way. I just don't like effects which leave huge holes in logic.
Luxory points, prize differences, effects like those Gro'bul suggested are way better in my opinion.
And of course a system which forces players to buy new items from time to time.
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Post by The-Puppeteer »

through a branch strewn forest
I don't really think you can walk through a branch stewn forest and I don't know of the volume of branches, but for them to give you any physical pain, it would have to be a forest nobody every been in before. Not even animals :wink: . Sure if you are running in a forest you might rip you shirt but you wouldn't get any physical damage.
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Post by Delakaniam »

You would be very surprised at how badly you can get hurt, cut, and mildly to severely stabbed in a forest of branches.

And forests, last I checked, did indeed contain many branches.
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Post by Gro'bul »

Thorny vines annoy the crap out of me while exploring the local woods, they are pretty darn sharp, and can easily poke through denim. I unfortunately have no lederhosen. :lol: Branches, needles, thorns, spiders, and poisonus plants all live in forests and could damage you and what you wear.
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