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Employment

Well not sure that would be the correct term for it but people have to have jobs right to help with the community. Armorer, weaponsmith, miner, farmer, some form of unique forging system from mined materials, (Vellum weapons being so close to this already and was an awesome idea but it limits what can be made, would bee cool to see someone wearing a full set of vellum armors even if it takes that character a lifetime to achieve which also promotes character retention meaning older characters not the play for 200 hours and have 50 lives left.) etc...

I mean people didn't just wake up one morning and say hey I am going to be a psycho killing machine today for no reason. They started out as something before something happened to turn them on a certain path right?

Professions like armorsmith is a great idea.

My only fear is the amount of work this sort of thing would take.

Perhaps start easy (quick and dirty) and if it works expand to a full economy.

Professions like:

Armorsmith (Starstones + other item)

Weaponsmith (perhaps use x velum + other item)

Scroll maker for mages (write spells, on velum scrolls)

Potion maker for others (Herbs based)

Perhaps make the profeciency start at 1%. And improve very very slowly.

As you improve the item gets quality flags based on %.

Crude

basic

normal

good

exelent

Legendary

Allow the things that are created to be competitive but for the love of all that is good not adeptus like.

Perhaps allow some rares to be non rares. Perhaps allow some interesting stuff like that arena.

Also please make them all rothdeath, so that we can create a market for item makers.

How would the player base like to "mine"? This could go hand in hand in creating decent sockets (not extremely rare, mind you) that everyone has a chance at getting and/or creating. I was jumbling with an idea like this awhile back.

Things to mine could be vellum, starstone, and maybe we could add like... ore that drops randomly like starstone over mountains. Different kinds of ore for different properties.

(double post)

No idea why this keeps happening.

To add to Vaerick's suggestion, I think adding an interesting area off of the Underdark for the purposes of mining would be cool. Connect some of the more underground ares too, have the passages hold that the grinding materials. Make the passageways between underground passable by all races, but surface entrances into the underdark passable only by the standard ones.

yes, it could have levels of progress like the vellum items which the final (example) say ten levels of progress the material needed should be very expensive for the end result.

Could do it this way, player goes to the armorsmith and asks about a bracer, the armorsmith hands him a scroll explaining what ingredients are needed, also the first scroll costs ten thousand coins. If you dont have the gold he tells you to get it and gold can increase with each upgrade.

scroll reads:

25 shards of Vellum

10 slabs of starstone

20 pieces of (mined ore)

Then you take it back to him and for another ten thousand gold he will make it for you. Also if jobs are put in with this then you could skip the gold to have him make it and just take to the forge there, place everything within and use the forge to create the item with a % chance to get a lump of slag of course until your armor craft skill gets to Armor master % of course. It should not be the easiest of things to do. And if your an armorcrafter and try to bypass doing it yourself he tells you Bah do it yourself laddie.

This way to me would place some more emphesis on slabs of starstone and gold as well for economy. Perhaps make it so you have to buy the ore from the miner that would be cool instead of everyone being able to go get their own ore.

Now thats too close of a wow knockoff to media

Also I was thinking that if Armorcrafter etc... are put in a skill tree could look similar to the following since as a Armorcrafter just because you are a master worker with making boots you could still be really shoddy at making a breastplate.

Armorcraft abilites:

Torso : 1%

Arms : 1%

Hands : 1%

Legs : 1%

Feet : 1%

Face : 1%

Shield : 1%

Armscrafter Abilities:

Sword

Axe

Mace

Dagger

Polearm

Flail

Whip

Staff

Spear

Jeweler Abilities:

Light

Finger

Neck

Wrist

Floater

Tailor

Torso

Arms

Hands

Legs

Feet

Body

Face

Miner

Mine Gold

Mine Copper

Mine Silver

Mine Adamantite

Mine Steel ore

Mine Iron

Mine Mithril

Can use 1 practice to improve a skill to 25% but after that you have to get the rest through trial and error.

Items of which you can make can be lvl basted also like perhaps one every couple levels?

Sorry couldn't sleep and these were floating around in my head so figured I would post and see what everyone thinks.

Note: These are just rough ideas of course.

Now thats too close of a wow knockoff to media

I wouldn't know anything about WOW actually never played it never will, firstly its too expensive for me I think and I heard there is really no rp value at all.

Thanks for your input BUT....

Just kidding BTW...

Or what about popping different ores in different areas?

Dwarfstone in the mountains, darkstone from the underdark, sandstone from the desert regions, etc. To make your equipment, you need a number of different stones, say 10 of one and 5 of each of the others. The one with 10 gets you a more 'special' property. 10 Dwarfstone would give the item higher AC while Darkstone adds more damroll.

naw wasn't downin ur ideas, but parts of it were gettin to close to WoW blacksmithing and stuff. I like the randomness part of the idea. I just don't want this game to turn into a pure grind to gather supplies and take away from the true aspect of the game, which is the RP.

I don't understand why people want to get back to grinding. If I wanted to grind all day and night, I would play diablo 3.

Once you are done with the grind to level 50 and mastering your skills/spells, you are suggesting to add a new level of grinding, in the form of mining.

Also, there is alraedy a class that can "craft" weapons and armours...

I don't understand why people want to get back to grinding. If I wanted to grind all day and night, I would play diablo 3.

Once you are done with the grind to level 50 and mastering your skills/spells, you are suggesting to add a new level of grinding, in the form of mining.

Also, there is alraedy a class that can "craft" weapons and armours...

I personally would enjoy something more then just sitting and talking to myself when I play alot of the times it is me and one other person on. Sorry you are so JUST into pk and not a real world immersive style game. And yes I expected this exact reply from you as always. Gotta be such a downer all the time grrr.

god ole fogies are lazy, I dont feel like or want to grind. bet you Grinded to get that Vellum weapon.

And no there is not a class that can grind armor for anyone else. Greedy Crusader.

Mining would just be the start. Armor crafting at a smaller level than crusaders would take me awhile to create and make worth while, while not taking away from crusaders.

I was more thinking about adding mining materials such as gems, vellum, mithril, silver, or gold TO current armors or weapons to make them shine and/or add some other affects, not so much make new ones.

I think I like morlhach's idea. It doesn't take away from crusaders and doesn't seem to make THAT big of a difference in pk viability for those who don't wanna grind.

I Think having more cosmetic changes to enhance and personalize rp and character stories is something I would like to see more focus on instead of Pk or "keep me busy" aspects.

But the key is making these character modifications automated or very easy to imm approve.

Ill have to follow this up with separate thread.

It's a great idea.

There are silver and gold bars in the High tower of Magic.

Perhaps we could smelt ore to make bars, as in the Sanctuary of contraptions.

Make the forge in Maelbrin Park.

Add an demonic forge in the Pit that makes 'corrupted' weapons/armor. Just a cool flag. Not more power.

What we need is resources/vnumbers:

Wood

Coal

sand

Glass

Copper ore

Tin ore

Iron ore

Mithril ore

Silver ore

Copper bar

Bronze bar

Iron bar

Silver bar

Mithril bar

Admantite bar

Then we gather wood from forest area. Eleyin where the FG are cuting trees could be the source of wood.

Then we burn wood to make coal.

Use coal and sand from beaches to make glass.

Smelt bronze ore into copper bars with some wood.

Smelt bronze ore and tin ore plus wood to make Bronze bars.

Smelt iron to make iron bars with wood.

Smelt iron and cool with coal to make Steel.

Smelt Silver/Mithril to make Silver/mithril bars.

Can't smelt Admandite, so we steal the bars.

Then we use this bars to make weapon.

Please please allow us to make the weapons.

Instead of adding modifications, let's just dig down to go up again. More fun.

To make a new weapon we must get an existing weapon first.

Then we use the forging materials and destroy the weapon creating a weapon clone. A blank with only the damage dices, and dam type 1 damage.

Let's call it a "crude weapon" (blank).

Mya wields a crude bronze sword.

We can use the material type to limit the avg damage of the weapon.

Bronze would allow max 22 avg damage.

And Admantite allow max avg 30. No more than 30. Remember you need to already have a avg 30 weapon.

We can also correlate weapon lvl with material. So that lowlevels don't end up with a L50 weapon that does no damage.

Then we start improving the weapon with more materials.

Bronze for +1 hitroll.

Tin for + 2hitroll.

Iron for +1 damroll.

Steel for +2 damroll.

Silver for +1/+1 hit/damroll

Admantite for +2/+2 hit/damroll

Mithrill will give the weapon wrath/sharp.

Then have the number of upgrade based on proficiency %. With the last maxed one giving it the Legendary flag.

Perhaps allow the weapons made of cruder materials to be upgraded more times.

Perhaps also allow us to change the weapon damage type from:

Pierce Bash Slash Magic

No vuln weapons.

Perhaps also allow us to give the weapon a socket.

Perhaps also allow us to burnprof the weapon.

Perhaps also allow us to make it no-drop.

Everything else would be OP, i think.

Perhaps use velum, starstone into this final more powerful upgrades.

Perhaps also for the staring phase while we haven't it full implemented. Digging and stuff, allow the materials to be sold in a shop. You can make the price ridicule large at a later time when you phase in the material gathering.

Perhaps leave the low tier materials for people to grow in interest in the mechanic.

Personally, I have no plans to mine or dig or anything similar to that. I spend too much time on my own in game as it is.

It would be incredible if players could add a "profession" similar to the 2nd Edition D&D where you had a list and picked from it. This could be at creation and provide each player a unique ability to "gather" items to create materials. Players would then need to find other players to use their professions together to create synergies which would yield an ability to craft new items beyond what they have already crafted.

This would help overcome any time gap that mining might impose and could be implemented WITH the mining concept in the event, say, a tailor isn't around to help a sailor make a a spiked oar polearm that adds to AC with a +4 to damage.

Gathering of materials.

Instead of having to rework all the areas and so, perhaps move this work into the code.

Create a new command. GATHER

We go to a room in a area and use the GATHER command.

If it's Elelium area and a forest room we gather wood.

If it's the Underdark and a inside room we gather metals.

For example a mountain could give:

copper 50%

iron 20%

tin 15%

Inside and underdark would add a 10% chance to gather mithril.

Baenor Keep would add 5% for silver.

Mountain trail would add 10% for silver.

Steel would add 50% iron.

Desolation would add 25% silver.

etc...

But make all rolls individual.

First roll for best material. If fail we continue to roll for next material.

If we get something, we exit function/switch.

When the skills ends, it should create a penalty. Either take moves, or have a decent lag.

It should also create a object in the room to prevent the skill from being used again in this place.

In metal search it makes a deep hole, in forest a cut tree....

This object will prevent further gathering in this room and last until the zone repops, or for reboot at IMMS choice.

Can you imagine miners recruiting PC guards to protect them while they mine in desolation?

Personally' date=' I have no plans to mine or dig or anything similar to that. [/quote']

But you will not need to. You can just be a blacksmith that buys fresh ore from expert miners. AKA merchants.

In fact, your idea is great.

Professions should be exclusive. If you mine you should not be able to forge. If you forge, you should not be able to mine.

Also allow players to sell ore to shops. That way we could have a trade economy going.

Perhaps also change code so that sold ore items do not disappear from shops so fast.

You are a forger, and can't find ore? Convince your cabal mates to be miners with promises of powerful weapons for free.

Be a warder of that green cabal? Just raid miners as they return from their work to sell at cities.

Be a thief with no last name. Acquire quite a few nasty new names with your steel skill.