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BatMUD Forums > Ideas-wanted > Re: Leather Craft

 
 
#1
28 May 2005 21:09
 
 
Would rock if skill would work like sewing. 'use leather craft at corpse make
belt' Fresh pants is already random enough as it is. There's no reason why
it should be random for what you get off it, minus fails and fumbles, the way
sewing works already. I'll refrain from using the logic argument, as we all
know there is no logic in batmud, however, it would be nice to have a *bit*
less randomness.

--Mali

 
Rating:
2
Votes:
12
 
 
Malicat
248d, 4h, 55m, 52s old
Level:
60
 
 
#2
30 May 2005 00:50
 
 
Malicat wrote:
Would rock if skill would work like sewing. 'use leather craft at corpse make
belt' Fresh pants is already random enough as it is. There's no reason why
it should be random for what you get off it, minus fails and fumbles, the way
sewing works already. I'll refrain from using the logic argument, as we all
know there is no logic in batmud, however, it would be nice to have a *bit*
less randomness.

--Mali
Well how many belts would do you actually do? More like sceptre, elfin chain
mail, pot helm, or somesuch. 1-3k / from every corpse with only 49 EPs might
just be balance issue. Ofcourse, EP cost could be tweaked to 1EP/1gp worth
item created.

 
Rating:
2
Votes:
6
 
 
Dkir
2y, 65d, 9h, 1m, 56s old
Level:
61
 
 
#3
30 May 2005 09:08
 
 
i\'d do 1 belt for the merchant quest :p

 
Rating:
-1
Votes:
3
 
 
Jenming
195d, 11h, 22m, 51s old
Level:
50
 
 
#4
30 May 2005 09:08
 
 
Quote:
i\'d do 1 belt for the merchant quest :p
My experience on this is that you\'ll need to kill maybe 10,20 tops mobs (250xp
or so is big enough) and freshpants/leathercraft them to get the belt. You only
ever need one (unless you manage to misplace it before it\'s bound), so is that
such an awful timesink?

 
 
 
Kai
2y, 112d, 5h, 25m, 1s old
Level:
52