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Post by alSeen on Nov 17, 2009 18:33:54 GMT -6
well ive always thought that it would be cool to let us rename weapons and armor to whatever we wanted. nothing else would change (unless u let us choose a pic for it, like having custom rags but renamed and with a pic of chain mail but without the stats). to make sure people wont buy one in market and try to put talis on them, make it so u can only rename EQ that has both talis filled up ( a suffix and prefix) or just make it so u cant put talis on them yet let us change the name whenever we wanted (like with only one tali on it
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Post by Tim on Dec 1, 2009 14:25:49 GMT -6
The idea of personalized items is something that has been toyed around. I like the personalization, but don't see the point in renaming things only to leave their stats the same. Would be cool yes, but confusing to see items on the Market with no idea what they are until you select them. Would also likely require the way item stats are tracked to be reworked.
If I was going to go that far, I'd bring back a version of item crafting. For a cost, you could create a modifed version of a basic item, adding stat modifiers of your choice. With more skill and/or money, you can add more stats to items. The item's name would show who made it (ie: Crafted Hand Axe of Creator Tim). Perhaps the prefix would change based on the amount of stats added to it too, to give others a better idea of how 'good' the item is.
Just throwing that idea out there (meaning 'Don't expect to see this any time soon'). Seems like a more worth wild reason to rename items. Plus it would add in something to do other than fighting.
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Post by alSeen on Dec 1, 2009 16:45:01 GMT -6
oh well item crafting must have been in a version before i joined but that sounds like a way better idea, i just thought it would be more of a pain to code. trying to keep my suggestions a "little" bit simple ;D
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Post by Tim on Dec 1, 2009 16:54:34 GMT -6
While it sounds simple, the problem is that item stats are currently determined by its name. If I allow for item names to be changed, I'd have to change the code to store the items stats in the database as well as the name. And if I'm going to go that far, I figure I might as well take it one more step.
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Post by alSeen on Dec 1, 2009 17:35:09 GMT -6
man. coding sounds like a pain in the neck
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Post by almordre on Dec 1, 2009 23:33:52 GMT -6
<grandpa> Crafting was a Craig-version (?Breaking) thing where you had to 'work' to gather three different resources (my avatars are spoofs of these), from all over the map, take them back to a town, in the right amounts, and then you could "make" a certain item from them. basically was a replacement for the shops. It definitely added time to the gameplay, but I think that overall it was regarded as a whole handful of rusty coffin-nails. </grandpa>
<geek>I decided about two classes in that I wasn't the right kind of 'crazy' to be a full-fledged programmer, but I do get the 'vibe' - Coding is a ROYAL pain in the neck - but when you put in the time and the crap actually WORKS, it's an amazing feeling. (shock, maybe? lol)</geek>
;D
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Post by Tim on Dec 2, 2009 10:12:13 GMT -6
<grandpa> Crafting was a Craig-version (?Breaking) thing where you had to 'work' to gather three different resources (my avatars are spoofs of these), from all over the map, take them back to a town, in the right amounts, and then you could "make" a certain item from them. basically was a replacement for the shops. It definitely added time to the gameplay, but I think that overall it was regarded as a whole handful of rusty coffin-nails. </grandpa> Yeah, it was one of those things where the idea was sound, but the problem was that money was really easy to comeby, plus there was little to spend the money on. Most people put most of their skills into crafting, or had a mule alt that did all the resource gathering/money earning. In theory you could craft items and put them on the market for a profit, but the problem was that by that point most of the people that would have any interest in that item either a) had found one in a drop already or b) could make one for themselves. Plus the cost of items wasn't balanced so some items cost more than they should to make. If I brought some form of this back, I'd probably make leveling up your crafting skill come from the same points as your normal 'attack' skill points. That way you have to make a real choice where you put your points. Probably would have to add some other non-combat options as a well in to give a variety. Definately have to be the right kind of crazy. ;D In my opinion you have to have patience and a love of puzzles/brain teasers. At least that's why I think I like programming so much. You have to take a complicated problem and figure out the best solution. Most of the time there are lots of ways to do things, though some will work better than others. You also have to be able to look through your code for what sometimes feels like the needle in a haystack to find the small little bug that's causing problems. Light, the GoS is probably somewhere between 15-20,000 lines of code to dig through. If you don't know what you're looking for or where it probably is, it could be a while. But once you get things working how you intended, definately feels great. When it happens on the 1st or even probably the 10th try, THATS when the shock kicks in.
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Post by alSeen on Dec 10, 2009 16:14:40 GMT -6
ok well tim. about how u said u might make the crafting skill use the same points as attacking skill. PLEASE DO THIS that would be an excellant idea but make it extremely unfavorable (takes a good amount of points) so that everyone would want to get a high crafting skill.
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Post by fearless on Dec 10, 2009 17:39:24 GMT -6
item crafting = no item rarity
uniqueness {sp} is what makes the game interesting.... high end item overload is boring
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Post by fearless on Dec 10, 2009 17:42:45 GMT -6
the best items should come fron drops or contests and there numbers strictly controled... or if you want to make them available to all, they should have a rather short life expectancy {sp}
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Post by alSeen on Dec 10, 2009 19:23:17 GMT -6
not from drops. from tournaments which i suggested under the 'blademaster' post . but i also said i want it so very VERY few people would want to even try it, which causes a select few to actually make stuff. i want the items that are crafted to be weaker than heron-marked swords and their equivalent in other types but better than normal weapons (like a crafted sword is better than an uncrafted one). and also if tim makes the market change so it doesnt take up inventory (but u cant get the item back) it would create an even BETTER reason to go through the market (which is reall pathetic if u havent noticed )
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