when simple blades become legends (naming weapons & stats)

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: when simple blades become legends (naming weapons & stat

Postby NOOBY93 » Fri Feb 10, 2017 11:28 am

tbh problem is as industry advances weapon quality does too and generally the people who kill the most, their village updates their gear the most (or they get new gear from killing)

so the only people you'll see constantly using 1 sword is people who don't actually kill anyone
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Re: when simple blades become legends (naming weapons & stat

Postby jordancoles » Fri Feb 10, 2017 12:29 pm

Grinding kills isnt the best mechanic to add
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Re: when simple blades become legends (naming weapons & stat

Postby pedorlee » Fri Feb 10, 2017 1:19 pm

jordancoles wrote:Grinding kills isnt the best mechanic to add


Maybe that mechanic could be adapted for avengers of murderers. Using a murder scent and a new scent that comes from killing him could be used to reforge with new and better materials to get a sword with names on it and with better q.
This way Nooby and Coles objections can be solved. Of course this can be surrounded by raiders, but with the new rage and murder mechanics it will be more difficult for them.
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Re: when simple blades become legends (naming weapons & stat

Postby Hrenli » Fri Feb 10, 2017 1:24 pm

Honestly, I don't think that's how legends work. Legends have to be told and kept by humans. Sword should not be turned to a magic calculator with an auto-increment on kill function. And even though it's almost the same with naming (first and most of all it's up to how you call your sword), ability to distinguish different blades (not juts by their quality) would be nice.
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Re: when simple blades become legends (naming weapons & stat

Postby pedorlee » Fri Feb 10, 2017 1:51 pm

Hrenli wrote:Honestly, I don't think that's how legends work. Legends have to be told and kept by humans. Sword should not be turned to a magic calculator with an auto-increment on kill function. And even though it's almost the same with naming (first and most of all it's up to how you call your sword), ability to distinguish different blades (not juts by their quality) would be nice.


Gods do not exist nor magic. You can't add magic to logaritms and you can't have devs monitoring your trajectory so you are worth of it. How can you do it its the question.
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Re: when simple blades become legends (naming weapons & stat

Postby Fostik » Fri Feb 10, 2017 2:14 pm

Must be "made by" on items.
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Re: when simple blades become legends (naming weapons & stat

Postby CTheRain » Sat Feb 11, 2017 11:33 am

Could add an aura to the sword as it takes in more blood from developed characters. (Anyone with an average of 50 attributes???) Maybe even have the sword "level up" the more blood it soaks from developed characters. Just some idears.
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Re: when simple blades become legends (naming weapons & stat

Postby Aceb » Sat Feb 11, 2017 1:27 pm

Now I'm waiting for that delicious bayonnet which I can name my sinep and collect those sweet kills on my brand-new stattrak on those innocent sprucecap. I will be able finally to join those dirty motherlovers in that killing....




srsly no.
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Re: when simple blades become legends (naming weapons & stat

Postby neofenris » Sat Feb 11, 2017 1:40 pm

Just a kill count for creatures, it won't matter much for people who get new blade very often, but for hermits it's a whole different matter :P
Also the 'created by' would be nice, it makes sense the creator engraved his masterpiece with a mixte feeling of happiness and pride :P
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Re: when simple blades become legends (naming weapons & stat

Postby jorb » Wed Jul 05, 2017 8:45 am

More developed artifice, with the ability to name legendaries, would be nice, yes.
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