Post by Karel on Jan 21, 2007 23:38:19 GMT -8
The link to the current rules regarding created items can be found here.
Currently, I see a few things that can be a bit impractical for all of us and ultimately it can in the end become a bit of a hassle.
The major pointers are:
So my suggestion is to put a cap on the stat limit of items. To make a higher use of materials to prevent people from getting too powerful too quickly. To do this, you need to look at the current materials we have and say that for each of them, they can have a number of allocated stat points. It slows people down in that it makes them buy more materials as well.
Currently, the materials that have a charisma or intelligence requirement allow for any stat upgrade, where as those that have a strength or agility requirement can only have the two. Confusing, and unnecessary given that it won't matter anymore once you forge them into one single item. Therefore, the proposal is to abolish the requirements completely and instead place a cap based on each material. The cap of each material will reflect its composition and... well, blah blah scientific crap, k?
I will write up an example and the proposed stat caps for each item, the proposal can be changed as you see fit. [This is the suggestions section, so we can always just work on it together.]
Remember, this is going off the basis that the requirements is abolished.
Leather [$500]
Strength: 3
Dexterity: 3
Constitution: 5
Wisdom: 0
Intelligence: 0
Charisma: 0
Comments: Common material, average price. So, should be average properties as well. The material itself is durable, so thinking durable, Cons comes in.
Plastic [$100] Down from $200.
Strength: 1
Dexterity: 1
Constitution: 1
Wisdom: 1
Intelligence: 1
Charisma: 1
Comments: Cheap quality, cheap value. Cheap properties and barely useful but you can put it anywhere. Did I say it was cheap?
Unengraved Medallion [$300] Upped from $200.
Strength: 2
Dexterity: 2
Constitution: 2
Wisdom: 4
Intelligence: 4
Charisma: 4
Comments: The sexy medallion is everyone's favorite. Figure if you up the price slightly and although it is damn useful for anything given the price, it's not like you can attach a medallion on all your pieces of clothing.
Cloth [$500] Down from $1,000
Strength: 0
Dexterity: 0
Constitution: 1
Wisdom: 3
Intelligence: 3
Charisma: 4
Comments: I figured, why not make it an alternative to leather?
Sheet Metal [$700] Upped from $500
Strength: 5
Dexterity: 5
Constitution: 5
Wisdom: 0
Intelligence: 0
Charisma: 0
Comments: It's a fairly specific form of material. Despite being pricey, it can be placed almost anywhere and can have more stats.
Wire Metal [$200]
Strength: 3
Dexterity: 3
Constitution: 3
Wisdom: 3
Intelligence: 3
Charisma: 3
Comments: You can't put it everywhere like other materials, but it's a good deal. Don't even think about putting this stuff inside a glove, just won't work people. XD
Studs [$100]
Strength: 2
Dexterity: 2
Constitution: 2
Wisdom: 1
Intelligence: 1
Charisma: 1
Comments: Cheap and has many uses, but like all accessory-like ornaments, you can't exactly just stick it everywhere.
Okay, yes I understand it's a bit confusing - so I shall give you an example!
My character, Karel, has one sexy leather jacket. Currently his jacket uses 1x Cloth and 1x Leather. Adding the stats together, the finished item has a stat cap of:
Strength: 3
Dexterity: 3
Constitution: 6
Wisdom: 3
Intelligence: 3
Charisma: 4
Now let's say because it's a pimp-ass jacket, it should be higher quality. So, I buy more leather, say 2, and add it so it ends up using a total of 1x Cloth and 3x Leather. Now the caps are:
Strength: 9
Dexterity: 9
Constitution: 16
Wisdom: 3
Intelligence: 3
Charisma: 4
Remember that this suggestion only effects the caps - that is, the amount of stat bonuses available to the item.
For those trying to imagine the quantities of material they would buy, you can think of it in two ways:
The advantages this suggestion will bring is that now you no longer need to make a hassle to keep up with the upgrades. And it slows down people from buying fifty stats and just putting it on one material, therefore it slows them down. Yay?
Currently, I see a few things that can be a bit impractical for all of us and ultimately it can in the end become a bit of a hassle.
The major pointers are:
- You may only upgrade your item once.
Impractical in that it's difficult to tell how many times a person has really upgraded their item. And it's a disadvantage because some people might have already upgraded it more than once. The fact that it's based on how many upgrades you make is a bit "meh". - The materials - you buy once, then from there a person can just rig it with all the stats they want.
So my suggestion is to put a cap on the stat limit of items. To make a higher use of materials to prevent people from getting too powerful too quickly. To do this, you need to look at the current materials we have and say that for each of them, they can have a number of allocated stat points. It slows people down in that it makes them buy more materials as well.
Currently, the materials that have a charisma or intelligence requirement allow for any stat upgrade, where as those that have a strength or agility requirement can only have the two. Confusing, and unnecessary given that it won't matter anymore once you forge them into one single item. Therefore, the proposal is to abolish the requirements completely and instead place a cap based on each material. The cap of each material will reflect its composition and... well, blah blah scientific crap, k?
I will write up an example and the proposed stat caps for each item, the proposal can be changed as you see fit. [This is the suggestions section, so we can always just work on it together.]
Remember, this is going off the basis that the requirements is abolished.
Leather [$500]
Strength: 3
Dexterity: 3
Constitution: 5
Wisdom: 0
Intelligence: 0
Charisma: 0
Comments: Common material, average price. So, should be average properties as well. The material itself is durable, so thinking durable, Cons comes in.
Plastic [$100] Down from $200.
Strength: 1
Dexterity: 1
Constitution: 1
Wisdom: 1
Intelligence: 1
Charisma: 1
Comments: Cheap quality, cheap value. Cheap properties and barely useful but you can put it anywhere. Did I say it was cheap?
Unengraved Medallion [$300] Upped from $200.
Strength: 2
Dexterity: 2
Constitution: 2
Wisdom: 4
Intelligence: 4
Charisma: 4
Comments: The sexy medallion is everyone's favorite. Figure if you up the price slightly and although it is damn useful for anything given the price, it's not like you can attach a medallion on all your pieces of clothing.
Cloth [$500] Down from $1,000
Strength: 0
Dexterity: 0
Constitution: 1
Wisdom: 3
Intelligence: 3
Charisma: 4
Comments: I figured, why not make it an alternative to leather?
Sheet Metal [$700] Upped from $500
Strength: 5
Dexterity: 5
Constitution: 5
Wisdom: 0
Intelligence: 0
Charisma: 0
Comments: It's a fairly specific form of material. Despite being pricey, it can be placed almost anywhere and can have more stats.
Wire Metal [$200]
Strength: 3
Dexterity: 3
Constitution: 3
Wisdom: 3
Intelligence: 3
Charisma: 3
Comments: You can't put it everywhere like other materials, but it's a good deal. Don't even think about putting this stuff inside a glove, just won't work people. XD
Studs [$100]
Strength: 2
Dexterity: 2
Constitution: 2
Wisdom: 1
Intelligence: 1
Charisma: 1
Comments: Cheap and has many uses, but like all accessory-like ornaments, you can't exactly just stick it everywhere.
===== EXAMPLE! =====
Okay, yes I understand it's a bit confusing - so I shall give you an example!
My character, Karel, has one sexy leather jacket. Currently his jacket uses 1x Cloth and 1x Leather. Adding the stats together, the finished item has a stat cap of:
Strength: 3
Dexterity: 3
Constitution: 6
Wisdom: 3
Intelligence: 3
Charisma: 4
Now let's say because it's a pimp-ass jacket, it should be higher quality. So, I buy more leather, say 2, and add it so it ends up using a total of 1x Cloth and 3x Leather. Now the caps are:
Strength: 9
Dexterity: 9
Constitution: 16
Wisdom: 3
Intelligence: 3
Charisma: 4
Remember that this suggestion only effects the caps - that is, the amount of stat bonuses available to the item.
For those trying to imagine the quantities of material they would buy, you can think of it in two ways:
- The more you buy the more you can obviously do. How you are you going to have fifty pieces of leather in your glove? Well, it can either exist in the 4th dimension or you can look on to the next point.
- Amount can mean quality. Logical in that the more you spend, assuming you're not an idiot and get yourself gipped, the higher quality is of your material.
It can be either or both. Don't fuss.
The advantages this suggestion will bring is that now you no longer need to make a hassle to keep up with the upgrades. And it slows down people from buying fifty stats and just putting it on one material, therefore it slows them down. Yay?