Download Game! Currently 87 players and visitors. Last logged in:SearcSarosBamotSerkeii

BatMUD Forums > Bs > Huge ass armour news post

 
 
#1
18 Nov 2005 23:22
 
 
As long winded as it was, the idea proposed (at least as i understood it) for
merchants and armour creation was actually a decent idea. I personally have
been hoping for a change to the merchant guild for some time, specifically in
the area of armour and weapon creation. For a guild based on creating things,
there is little that can actually be created that, at least in my opionion,
was both original to the skills of that merchant, AND useable within the game
by any real standard.

As the guild stands right now, every merchant of a similar exp worth is
essentially the same. A prot is a prot, a repair is a repair. Masteries do
factor in some, but really not enough to warrant any degree of uniqueness
amongst them. Ships came close, what with different modules requiring
specific quests, however it eventually became much like every other aspect of
the guild, which was thoes with enough exp and the timing to be one of the
first involved in it win. A newly reinced merchant wanting to build a ship
has to compete with the 2 or 3 MONOLITHS that everyone knows make ships, with
absolutely nothing to offer anyone that is different or unique. In my
experience, the ones known for it (and generally because they were first) get
all the business and succeed. Everyone else is snuffed out. Not to compare
any game aspect to real life, but in a real economy, even a little guy can
rise above the big guys if he has something to offer that is different or
unique or just better than the others, but that is not offered with how the
game mechanaics are now.

With that in mind, I like the idea that was pointed out about merchants
creating all base armor sets for people that give ranging general protection
from attacks, depending on quality and skill of the merchant. This also gives
the ability (should the buyer want) to search out a merchant with good
description writing skills. Eq won from mobs, like say the Blood Red Vest,
can be brought to a merchant and merged or fused with that players base gear,
and add the stats from the vest. Additional eq mob pieces could either add
that effect, enhance or change the current effect, or just not be able to
alter the peice, depending on how in depth you wanted to make the system.
This allows merchants to specialize in weapon and armour creation, gives them
something to do creatively should they want, and still allows the eq in the
game to be worth getting. It's just a long winded idea from a very bored
mudder. I am also insane. Flames to your mom.

Rek

 
Rating:
4
Votes:
11
 
 
Rekcedien
279d, 14h, 7m, 6s old
Level:
74