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BatMUD Forums > Guilds.merchant > Re: Idea for create armor and weapon

 
 
#1
22 Jan 2018 15:41
 
 
As an idea, how about reverting the values of merchant made weapons and armors
to their genericvalues and capping them at 50k sales a day like gems now are?
I know their values were set to 1 originally to control the gold income, but
this new system seems like it would work. Could also do an "armorsmith" and
weaponsmith licenses too if you like. I figure that using our skills to make
200k a day (with all three licenses) if you really want to work for it is
fair? Also good when business is slow, as it often is in non-prime time.

 
Rating:
5
Votes:
5
 
 
Nyriori
N e w b i e  H e l p e r
1y, 122d, 4h, 7m, 55s old
Level:
93
 
 
#2
29 Jan 2018 20:21
 
 
Nyriori wrote:
As an idea, how about reverting the values of merchant made weapons and armors
to their genericvalues and capping them at 50k sales a day like gems now are?
I know their values were set to 1 originally to control the gold income, but
this new system seems like it would work. Could also do an "armorsmith" and
weaponsmith licenses too if you like. I figure that using our skills to make
200k a day (with all three licenses) if you really want to work for it is
fair? Also good when business is slow, as it often is in non-prime time.
As much as I loved making armour/weapons as a mortal merchant, and as
underused as I think they are, simply vendoring it off just doesn't feel
interesting to me. Perhaps you've noticed the continnent quests have crafting
involved and making a weapon/armour tends to be on the list for merchants who
ask, for example.

Basically, I'd prefer something more interesting than a simple "sell up to
XXX". I'll see what I come up with, and you merchants out there, feel free to
suggest ideas.

Shinarae "cobalt battlemace" Lluminus

 
Rating:
1
Votes:
1
 
 
Shinarae
A r c h w i z a r d
3y, 338d, 3h, 51m, 6s old
Level:
200 [Wizard]
 
 
#3
31 Jan 2018 00:19
 
 
hm. yep. weapon creation has always been a bit of a weird issue.. you make
items that in theory should sell well but don't because the potential for
abuse is too great. Also, adding another easy way to exchange time and
materials for coin doesnt seem that interesting.

I like the idea of adding magical weapon-armour creation to merchs in that
i believe it wouldn't break the game and in certain shapes and forms its
already there. It would have an effect tho.. good or bad.. hard to say.

I don't like the idea that it would negate the newbie-enchanting quest line
which is there in that if you could make thigns more easily.. why would you
bother with that content. But there are probably ways around.. just need to
be thought of.

Considering the new inclusion of essences.. I think the potential to tap
into those as fuel for item creation is there. I think a certain amount of
randomness helps fuel the fun of building things. The.. ratio of amount of
essences needed for quality of items should be comparable to reinc potions.

I threw out a quick idea for Feldspar faction to offer up Mastery of Crafting
training after a certain amount of favour given. I think a skill could be
arranged that increased after a certain amount of training with each
blacksmith or armourer. As skill increased, merchant would be able to work
with incresingly complex material types on .. increasingly complex items.

but.. this. .would have an impact on day to day gameplay.

just thoughts

 
 
 
Roak
1y, 51d, 6h, 51m, 3s old
Level:
100