sabinati wrote:with regard to crops, trees, silkworms, animals, etc: is there just a single quality value or are there multiple attributes to allow for different "breeds", say one chicken that gives good quality eggs, but not so much meat, and another that gives great meat but not so much eggs?
Machenoid wrote:Please, PLEASE tell me you're going to do something awsome later on with quality levels so that the final product of the crafting process will avoid the absolutely horrible "I'm a newbie and no one wants to buy my Quality 3 crafts." and the "Oh, what's that? His sword is Q=99 and yours is Q=2? Well, he wins no matter what." because, you know. Fighting someone with 4000 strength is bad enough.
Preferably if it was something like the belief slider-bars, where sharpness/bluntness on a sword influences a damage ratio between a cut and a crush; so as the sword is used it slowly becomes more blunt, but a blunt sword can still knock around a head. (or can be made intentionally dull so you can gain experience by making it sharper) Where the raw material quality effects where that slider bar will start at and how quickly/slowly it will move in a certain direction. Thus, anyone can make a sharp sword from bad quality metal and have the first few swings do the same damage, it'll just become dull faster.
[Edit - A HAWK, I SEE. Let me guess, thinking of Falconry? Or feathers for fletching?]
That's very interesting. It'd be cool if a system like that were introduced in this game, though it should take some material requirements to improve.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.
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