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Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 12:55 am
by pcheez
maybe a smith works to melt the items back into initial mats ?
and there would be a fee
Ohh and hot dog vendors.. oh no a bit off topic there
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 1:42 am
by tanreh1
The materials on this world are organic in origin. there is no smith molding them back into initial status.
What you could do is rebind them or something like that..
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 4:58 am
by kovah
dpkdpk wrote:I think it ought to cut down the quality of the ingredients by 10 when you repair a piece of armor, *unless* you include the necessary amounts of quality materials, then it could come out the same quality.
There, that sounds right.
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 5:46 am
by uncus
weavols wrote:Fairly simple fix..
1. Add variables to items to store the amount and types of materials used in their construction.
NOT even close to simple! This is a computer program at heart; the items are most likely in a data base. The ENTIRE database would have to be reformatted to add variables and the entire core program would have to be changed to accept the changes made in the database.
I would also like to see repair/recovery introduced, but I very much doubt that it could work the way described by weavols. A less interesting, but useful for grinding, way could be to destroy original item and give about 1/2 the number of original mats in Wondermat of a quality based on the recovery skill...
For repair, mats of the same or higher quality [and fine/choice/etc aspect] should be allowed to be "recombined" with the original item to produce. Again, partial successes could occur which might even worsen the product. Also, repair should only go to say 1% of hp below current max each time - something should only be repairable so many times before it is lost forever.
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 7:17 am
by nihir
uncus wrote:NOT even close to simple! This is a computer program at heart; the items are most likely in a data base. The ENTIRE database would have to be reformatted to add variables and the entire core program would have to be changed to accept the changes made in the database.
Sorry to disappoint, but as a programmer who has worked on MMO emulators, it isn't that hard. All that's needed it to tag a custom property onto crafted items with an array of the mats used to create it.
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 8:30 am
by jjm152
nihir wrote:Sorry to disappoint, but as a programmer who has worked on MMO emulators, it isn't that hard. All that's needed it to tag a custom property onto crafted items with an array of the mats used to create it.
Also, in response to the poster above this response: What the heck does reformatting a database mean?
The whole purpose of having databases is so that you can store information easily, if you cannot either create a new table with the applicable column in it and then transfer data to that table, or add a new column on the fly, then the database you are using is pretty darn asstastic.
Anyway, nihir is right, adding a multi-dimensional array to the object would be able to store all of the various materials as well as their quantity and quality fairly easily. Given the nature of item creation in this game its my bet that there is probably a generic item object and properties are loaded for each item in a characters inventory when they log on, hence the data is probably associated with the character and most likely is stored in a very simple format (since items are inherantly simple, just a collection of numbers honestly). I think probably a simple generic object data structure is all they use and its probably loaded from a string associated with the players inventory. Unless they have a global inventory table.. but the lookups on that would be completely insane. The easiest way to store the players inventory is probably an xml string of some sort... if thats the case then adding new attributes to an item should be a total snap.
But you never know, this is a *french* company after all
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 1:31 pm
by spaero
Here is a thought:
1. We have crafters to MAKE an item which in turn degrades by losing HP.
2. We should have a new class of Crafters with a totally separate tree for repairing. This would could be accomplished by:
a. An exchange window where the weapon/armor never leaves the sight of either party and outcome is displayed to both members.
b. a successful "repair" would restore a percentage of HP to the item based on skill level, success rate and complexity of the item.
c. A possiblity to destroy the item in repair attempt.
Consider this. Database of items need only be the modification of an items HP or deletion of a current item not exceeding it predetermined values.
This would be based on:
a. Weapons repaired (re-edged would never be as good as new as blade needs to be worked down to a new edge, hence a max repair would only regenrate up to say 75% of HP which still allows for decay to eventually destroy the item. Armor, too, would never be as good as new as materials sewn together are never as strong as a single cut of fresh mats.
b. Repair tools would have a higher cost and a non-repairable decay rate making it a business rather than a freebie to the public.
c. Repair skills should be higher in cost to make it a profession.
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 2:08 pm
by gralen
Without some form of degradation (major degradation at that) on the recovered materials, mwhat would stop a crafter from making one item, unmaking and then make the same item all over again to level? Having a huge degrade on the mats recovered would also render this skill rather useless.
People are already crying fowl over merchants selling junk mats up to level 50, just imagining the breast beating over something like this gives me a headache.
Other than that, I really like the idea.
[size=-3]Yes, I did that intentionally.[/size]
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 3:09 pm
by btamilio
but... there really should be a way to repair armor, or patch it up a little. on the battlefield or not, I dunno -- maybe just in town, but some way to prevent you from watching that $300k suit degrade into nothing then spending another $300k on a new one.
Re: Suggestion for fixing 3 major issues at once
Posted: Sun Oct 31, 2004 3:24 pm
by drech
tanreh1 wrote:The materials on this world are organic in origin. there is no smith molding them back into initial status.
What you could do is rebind them or something like that..
Tea! Wicker armor, specially.