Who's Online
0 registered and 12 anonymous users online.
Newest Members
Mog, GreenGems, Minzuki, evaker, juffsion
83 Registered Users
Top Posters
608
Cerberus
368
Charon
211
MacTORG
204
Kim
164
carmy
148
Muod
106
Shadowraith
90
Minstrel
88
sabu
49
Rancid
Recent Topics
Page 3 of 4 <1234>
Topic Options
Rate This Topic
#745 - 12/14/07 06:32 AM Re: Leather Improvement [Re: sabu]
Charon Offline
enthusiast
****

Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Hi Daniel,

The problem with that solution is that on darke is that in both DnD and WoW there is a very significant difference in how the game is played.

Spellcasters in those games basically fight only with spells for the most part and generally try to avoid getting hit at all by either attacking from a distance or hiding behind somebody better armoured (or both).

On the mud, neither of these possibilities is possible, and even if it were possible the only way to level combat is through melee combat.

Not to mention that the difference between leather armour and plate in DnD is almost negligible at higher levels (as a rogue will have +6 or +7 dex to compensate for the discrepancy).

I don't think the comparisons are valid.

That said I would like to see leather armour somehow made more important, but there is no simple solution that I can see.
_________________________
If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

Top
#796 - 12/14/07 02:40 PM Re: Leather Improvement [Re: Charon]
Dragora Offline
newbie
****

Registered: 11/03/07
Posts: 38
Loc: Canada!
No there is not a simple solution. I still think tweaking the existing system is a good step forward, will require slight work and might do some good. I am doing some testing and crunching some numbers. I like the idea of allowing leather craft to make the mob pieces of armor.
Top
#1447 - 03/14/08 12:33 PM Re: Leather Improvement [Re: Llygoden]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
 Originally Posted By: Llygoden
Ok, here's what I think would be interesting:
  • The skinned leather should retain the level of the mob/player it came from as well as the race.
  • The AC of the leathercrafted product should be dependent primarily upon the level of the skin used. The AC would then be modified slightly based on what it came from (like a seraph skin giving improved holy defense with disruption weakness as mentioned above.)
  • The level of the skin would determine the level of leathercraft required. For example, you could require 5% of leathercraft for every level of the skin, so 100% skill would be required to work with a lvl 20 skin.
And I sorta like the idea that leather armor could give a bonus to dodge, thanks to lighter weight/improved flexibility.

I've seen people say on chat that leathercraft's advantage should be its "quick to make" nature. I strongly disagree. If we were trying to recreate modern Chinese industry, then maybe, but as a leathercrafter I am dedicated to my craft -- I spend time on it; put effort into it to make something that will endure. I don't want to see leather armor go from mostly useless to a mass-produced, disposable piece of junk.

Similarly, I don't like the idea of reduced speed runing/enchanting on leather.
So leather craft changes have been made. Here's the low-down:
  • Skinned leather retains level, race, and a smattering of properties of the creature it has come from.
  • The AC of the leather product is based primarily on the base ac of the armour itself, secondarily on the skill of the crafter, and tertiarily on the race's special properties. Obviously the race's innate armour class is one of the special properties, but the others you'll have to find out without me telling.
  • Level of skin currently doesn't matter at all, but is now tracked. Still looking for ideas on this (I'm not fond of the idea that you need a certain % leather craft to work on a level of skin - after all, it's not magic.) Really interested in feedback on this one
Leather items are already marginally quicker to make than forged items, but is not any faster to enchant or rune. If you start using the skill you'll have a nice surprise as far as work messages go (Charon's excellent idea - look for more in the future!). Thanks for the great input, everyone. We're all working together to make Darke a more interesting and vibrant place!
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
#1644 - 04/01/08 09:53 AM Re: Leather Improvement [Re: Cerberus]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
Changed the way leather craft time is determined. Now the level of the leather matters in reducing time. This won't make much difference in some cases, and a whole lot in others as time is mainly determined by the quality of the skin.

Please post any thoughts or ideas on the new or possible improvements.
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
#1769 - 04/10/08 03:23 PM Re: Leather Improvement [Re: Cerberus]
Rancid Offline
newbie
***

Registered: 12/12/07
Posts: 49
Mad props to the work on leather craft. It is excellent work and has needed to be done for a really long time. Question is there any way to add the other types of leather commonly found on mobs to the leather craft items such as mittens, slippers, hooded cloaks etc?
Top
#1773 - 04/10/08 03:39 PM Re: Leather Improvement [Re: Rancid]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
Short answer is yes. Long answer boils down to no.
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
#1981 - 05/15/08 03:26 PM Re: Leather Improvement [Re: Cerberus]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
Still interested in leather crafting ideas if anyone's got them.

Any interest in adding belt pouch(es) as an option to leather belts when made? Increase time to make, decrease armour class, and allow holding of a few items or limited weight?
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
#1983 - 05/16/08 10:08 AM Re: Leather Improvement [Re: Cerberus]
Ruck Offline
stranger
**

Registered: 11/26/07
Posts: 21
Loc: Chicago, IL
How would these pouches differ from normal pouches?
Would they 'attach' to the built?
If they did attach, would they be 'stealable' by a thief once attached?
_________________________
'I leased my soul to the Devil...with an option to buy'

Top
#1986 - 05/20/08 01:02 PM Re: Leather Improvement [Re: Ruck]
Cerberus Administrator Offline
addict
***

Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
They'd be made into the belt item themselves, and the thief "steal" skill would be modified to allow them a "cutpurse" option, stealing whatever was inside the belt pouch while removing the pouch itself from the belt item.

Quick description:
Belt item taken to tinker with leathercraft.
Tinker does "use leathercraft at <sheet> with <belt> to add <pouch>"
LT finishes and belt pouch is installed (a wide leather belt (1 pouch) (worn)
Wear belt.

Not sure it's worth it. Just seems kinda neat to me.
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

Top
#1988 - 05/20/08 02:28 PM Re: Leather Improvement [Re: Cerberus]
Kim Offline
enthusiast
*****

Registered: 10/11/07
Posts: 204
Loc: Europe
It WOULD be quite neat. Especially if an AM could cast extradimensional manipulation at it too. Since a belt pouch is small, putting something big in it would still be impossible (like how about nothing with a weight above 10 can be put in it?), but it would still be neat. Magical belt pouch.
Top
Page 3 of 4 <1234>


Hop to:
November
Su M Tu W Th F Sa
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22
23 24 25 26 27 28 29
30
Forum Stats
83 Members
33 Forums
335 Topics
2543 Posts

Max Online: 3154 @ 05/18/25 09:45 AM

Generated in 0.02 seconds in which 0.003 seconds were spent on a total of 15 queries. Zlib compression disabled.