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Rp forge items

I love this level of customization, but having to keep your items as jewelry to retain competitive edge. So why not give us the option to start with a nonrare base item stats for armor class. It would give people one less eq slot to worry about dying and looting, it would also increase people's rp (seviks could have made 2 pieces, but in the end I couldn't afford to sacrifice the ac). Every time I read that post I get excited, then look at my score sheet and can't justify taking an ac hit of anywhere from 30 to 70 ac for 150 rp for an owner only piece of eq

I agree 1000%.

Sounds dope 👍

IMMs afraid not to make RP items too OP, but not afraid to code something like this:

 

Quote

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Object 'instrument trumpet brass felsteel' is type weapon, material felsteel.

Extra flags: glow hum nodrop nouncurse.

Weight is 10, value is 4, level is 50.

Weapon type is two-handed instrument.

Damage is 8d7 (average 32).

Affects hitroll by 10.

Affects damroll by 9.

Affects ac by -45.

Affects damroll by 33.

You have a feeling only a bard can use it.

You determine that a felsteel trumpet won't ever crumble.

Rumor has it you can find it in Limbo.

 

Quote

OLD

Object 'instrument horn brass promethium' is type weapon, material promethium.

Extra flags: glow hum nodrop noremove psienhance nouncurse.

Weight is 9, value is 4, level is 50.

Weapon type is two-handed instrument.

Damage is 8d7 (average 32).

Affects damroll by 17.

Affects hitroll by 8.

Affects savingmental by -10.

Affects damroll by 10.

Affects hitroll by 10.

Affects savingspell by -10.

You have a feeling only a bard can use it.

You determine that a promethium horn won't ever crumble.

Rumor has it you can find it in Limbo.

By your logic we should just be consistent and make everything OP then? I’m sure I can oblige.

Edited

Volg, WILL , CAN ATTEST

1 minute ago, Volgathras said:

By your logic we should just be consistent and make everything OP then? I’m sure I can oblige.

No, that's not my logic.

My logic is that, if you slip, you can fix.

RP items have so much potential but it stays unused. Even the current RP necklace is many times stronger than the RP items, for much lower price.

Makes no sense really.

To put things in perspective, you could get -60 AC on a chest piece, and you'd have the equivalent base armor on the Rheydin t-shirt with no extra stats.

I love RP made custom armour, but I've never gotten anything outside of earring, ring, or light for these reasons.

EDIT:

Technically, you could spend one or two points on AC for the slots with x1 modifiers (hands, face, or feet) and still make a decent item; arms, legs, or chest, not so much.

Personally, I don’t like using rp to make anything that can be employed through pk. I would prefer they be used exclusively for rp stuff.

Would it be better to make an RP exclusive armor spot for the RP items and just draw the stats back so that you don't lose an EQ spot, but can't gain an uber EQ piece that others can't get right off the bat without heavy RP? Instead of 6 points altogether, make it 2 or 3 with a base armor stat of -10 or -20 before it becomes rare or unique? I look at it and contemplate what I should spend my 1022 RP points on, but the second I start thinking of something, it doesn't make sense for me at least. Having the unique slot would keep things open and you could make it so that no one can pump all the points into one particular stat and with the minor bump to hit/dam even if it were pumped into either stat completely wouldn't make a huge significant difference?

The suggestion I made on discord went farther. Instead of a single slot, it may be better to have an entirely different set that can only be filled with RP items. 

Restringing an item or building one with stats with RP points presents problems like we're discussing. So, rather than trying to force rp restrung items into being something they shouldn't be (pk-worthy), how about instead we reduce the cost of RP restrings, remove the one-item restriction, and make them strictly flare only. They will appear in an item set that is shown above and separate from pk equipment, possibly with the option for the viewer to toggle it on or off. 

In addition to removing the need to sacrifice gear for RP pretties, we can increase the use of rp built items, give rp points further value, and more. Perhaps there can be 'rare' rp item drops from mobs or events with extra special flare (I don't believe rp items should take up rare spots). Players who spend their RP on artifact quests can receive rp items that are again, extra special - and due to the cost and difficulty of obtaining one I might even suggest small stats or spellforge, etc.

I could agree with that entirely. I don't really log onto Discord except for when the game is down or that meeting way back when. Vanity armor would be interesting to see since you have games like Terraria where it adds nothing more than aesthetics. I would almost say to up the cost of RP items that do grant bonuses similar to the necklaces, but doubling their cost overall, where as a RP item used for aesthetics if spellforged with say 'locate object' you can choose to purchase the spell for 40 RP or get a cool RP vanity armor piece with color for 80 RP. Double the cost, but now you have a little more to show for it.

If RP items were granted via events IG and made to be limited specifically for maybe the top 3 characters of said event, it may even prolong a characters life that in most cases people would just delete.

3 hours ago, Volgathras said:

The suggestion I made on discord went farther. Instead of a single slot, it may be better to have an entirely different set that can only be filled with RP items. 

Restringing an item or building one with stats with RP points presents problems like we're discussing. So, rather than trying to force rp restrung items into being something they shouldn't be (pk-worthy), how about instead we reduce the cost of RP restrings, remove the one-item restriction, and make them strictly flare only. They will appear in an item set that is shown above and separate from pk equipment, possibly with the option for the viewer to toggle it on or off. 

In addition to removing the need to sacrifice gear for RP pretties, we can increase the use of rp built items, give rp points further value, and more. Perhaps there can be 'rare' rp item drops from mobs or events with extra special flare (I don't believe rp items should take up rare spots). Players who spend their RP on artifact quests can receive rp items that are again, extra special - and due to the cost and difficulty of obtaining one I might even suggest small stats or spellforge, etc.

Happiness noises

@Volgathras what is spell forge? What is rp necklace items vs rp armor? 

 

Respectfully Volg, I completely disagree with the second part of your idea where it's a separate eq list. This is an RP/PK enforced MUD. NOT a PK and RP (separate things) enforced MUD. Ya know what I mean? People shouldn't be separating a chars rp and it's richness from the PK mechanics. They should be fully integrated...how? 

🤷‍♂️

But I feel strongly in their required integration. One way around this is to make RP items lootable. Since gaging is possible. If someone wants to be A-hole enough to take a "trophy" they can expect a little army to come for them. dunno. frought with its own issues, but I'm a guy who loves both  in tandem.

As a reward for rp points you can craft owner only eq. The parameters are in general discussion.

 

The forge is open for all slots, but the forged eq won't have base ac values at all. Meaning you are likely giving up 30 to 80 ac depending on the armor slot, so instead you keep it to jewelry where the loss of base is less impactful

Edited

I brought it up with the staff and they came to roughly same conclusion, @P_body.

1 hour ago, P_body said:

@Volgathras what is spell forge? What is rp necklace items vs rp armor? 

 

Respectfully Volg, I completely disagree with the second part of your idea where it's a separate eq list. This is an RP/PK enforced MUD. NOT a PK and RP (separate things) enforced MUD. Ya know what I mean? People shouldn't be separating a chars rp and it's richness from the PK mechanics. They should be fully integrated...how? 

🤷‍♂️

But I feel strongly in their required integration. One way around this is to make RP items lootable. Since gaging is possible. If someone wants to be A-hole enough to take a "trophy" they can expect a little army to come for them. dunno. frought with its own issues, but I'm a guy who loves both  in tandem.

This was one of the things I was advocating for big time. Bolded above. Cheaper item restrings, but allow them to be lootable. Love this angle to the idea.

Edited

Merchants have an option to restring eq.

2 hours ago, P_body said:

what is spell forge?

Object 'alumel earring gauge' is type armor, material aluminium.

Extra flags: glow.

Weight is 5, value is 570, level is 40.

Armor class is 5 pierce, 4 bash, 5 slash, and 5 vs. magic.

Affects hp by 10.

Affects con by -1.

Affects hitroll by 1.

This item is spellforged with: icicle.

Means if you do not have icicle in your spell list, you can cast it when you wear this item.

It was deemed that there is no need to change  rp items.