Map Preview 2: Quality

Announcements about major changes in Haven & Hearth.

Re: Map Preview 2: Quality

Postby moonshield » Mon Aug 31, 2009 5:53 pm

i knew i shouldnt have spent the saved up lp :(
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Re: Map Preview 2: Quality

Postby loftar » Mon Aug 31, 2009 6:10 pm

Delamore wrote:Wurm uses a system in which you craft the item at a base value which uses your skill, the tool used to make it and the material to give you a lowish quality.
Then you use your skill, tools and materials to improve the item, the chance of failure (Loses a slight amount of quality) is based on tool, material and skill being used in the improvement.
The idea is that a high up smith might buy the swords from a newbie and improve them up so he can resell them.
But that didn't happen often because the Wurm economy was broken for so many other reasons.

The reason I'm not too fond of that system, at least not upon just hearing about it, is that it seems to remove the necessity to keep the entire base of the resource tree properly leveled. If you can just craft a worthless sword from worthless steel and then improve it, it would remove any incentive to improve the steelmaking process. Maybe some secondary mechanic could be introduced, though -- like, I don't know, improving a sword provided you have good steel. It seems you could just make a sword directly from that steel then, though. I don't know, really.

Laremere wrote:It'd also be nice if armor repair was introduced too. It would take some material, but upkeep should be a bit less than making the same armor over again. Would make it so that there are trips to the blacksmith to repair armor. Possibly armor that has no hp left goes into a ruined state. You still can wear it, but it's useless as armor until it is repaired.

I agree, and we'll get around to it sooner or later. The same goes for weapons as well, of course, but that requires that they can be damaged to begin with. :)
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Re: Map Preview 2: Quality

Postby Delamore » Mon Aug 31, 2009 7:50 pm

loftar wrote:
Delamore wrote:Wurm uses a system in which you craft the item at a base value which uses your skill, the tool used to make it and the material to give you a lowish quality.
Then you use your skill, tools and materials to improve the item, the chance of failure (Loses a slight amount of quality) is based on tool, material and skill being used in the improvement.
The idea is that a high up smith might buy the swords from a newbie and improve them up so he can resell them.
But that didn't happen often because the Wurm economy was broken for so many other reasons.

The reason I'm not too fond of that system, at least not upon just hearing about it, is that it seems to remove the necessity to keep the entire base of the resource tree properly leveled. If you can just craft a worthless sword from worthless steel and then improve it, it would remove any incentive to improve the steelmaking process. Maybe some secondary mechanic could be introduced, though -- like, I don't know, improving a sword provided you have good steel. It seems you could just make a sword directly from that steel then, though. I don't know, really.

The thing is, when you improve it you need one of the multiple materials or tools used in its construction, so it might need a bit of steel to try to improve it at one point, some wood the next and then a hammer and anvil for the next.
It would also be a good sink for materials.
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Re: Map Preview 2: Quality

Postby Machenoid » Mon Aug 31, 2009 9:00 pm

loftar wrote:improving a sword provided you have good steel. It seems you could just make a sword directly from that steel then, though. I don't know, really.
Neither did the wurm online creator.
The crafting system in wurm was basically where skill was feeding the quality level of resources with a small 10 level variance, up to the resources' quality level maximum. You have 10 mining skill -> Ores are limited to 10quality -> Items made are limited to 10q + skill / somenumber. Then there were the % success rates on top of % success rates on top of YET MORE % SUCCESS RATES. All of this ended up pushing the chances of getting a good item on the first try to some place 5 light years outside the solar system -- making good items (read: the only items worth using) was basically only for the poop-sockers who had no life and ground their skill level to 90 over many months of so-called gameplay. The best tl;dr i can come up with in 6 words for Wurm Onlines' crafting: "SPEND AS MUCH TIME AS POSSIBLE"

[edit - After playing that crap, i really did enjoy the no-hassle, no-bullshit "You have the resources? HERE'S YOUR ITEM!" never-fail system of creating an item that H&H has. So just please, don't use % chance successes, otherwise it'll be Image again for me tonight in a figurative sense.]

loftar wrote:First of all, the quality number is limitless in itself.

If i understand this correctly, make sure your item code is 100% dupe proof because something like this will spawn hundreds of attempts to dupe that 65, no, 134, no, 1612, no, 87194 quality object.
[edit - But thankfully, you can always steal their stuff for yourself. Much drama will ensue.]
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Re: Map Preview 2: Quality

Postby lazerdix » Mon Aug 31, 2009 9:32 pm

As a side note, I think what would be awesome with this whole system is a way to name items you craft.

Having player crafted "legendary" items floating around would just be damn neat.
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Re: Map Preview 2: Quality

Postby Machenoid » Mon Aug 31, 2009 9:37 pm

lazerdix wrote:Having player crafted "legendary" items floating around would just be damn neat.
You can't forge legendary metal items without a legendary anvil, without legenary iron, without legendary picks, without...

But putting your name on something would be awsome but only as long as it also comes with a unique ID, so absolutely no one can take "your" name and put it on their item.
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Re: Map Preview 2: Quality

Postby moonshield » Mon Aug 31, 2009 9:43 pm

How will quality affect the food system?
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Re: Map Preview 2: Quality

Postby Jackard » Mon Aug 31, 2009 9:59 pm

lazerdix wrote:As a side note, I think what would be awesome with this whole system is a way to name items you craft.

Having player crafted "legendary" items floating around would just be damn neat.

Signature mechanic

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Re: Map Preview 2: Quality

Postby Jackard » Mon Aug 31, 2009 10:13 pm

ps. i like the looks of the new grassland (?)
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Re: Map Preview 2: Quality

Postby Jest » Mon Aug 31, 2009 10:57 pm

Jackard wrote:ps. i like the looks of the new grassland (?)


I think it's too bright. Needs to be a little darker and maybe more green.


that is if it's actually grassland.
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