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#30 - 10/26/07 07:14 PM Re: phase 1 - Tinker guild updates [Re: carmy]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
I do see what you mean, but at the same time knowing what a rune does easily is nice, maybe finding a happy medium where the runes still have good styled names but a help file of listing what each rune does that is visible for all would resolve confusing names...
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#36 - 11/05/07 02:49 PM Re: phase 1 - Tinker guild updates [Re: Muod]
Llygoden Offline
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Registered: 11/01/07
Posts: 9
Are there any plans to change leather craft to be more like forge armor? Right now your skill doesn't affect the quality of the product, so there's no point to put more than a single point into leather craft.

Also, I eagerly await a tinker reinc.

(yes, there is a connection between the two paragraphs) :P
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#37 - 11/06/07 06:42 AM Re: phase 1 - Tinker guild updates [Re: Llygoden]
sabu Offline
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Registered: 10/22/07
Posts: 88
Loc: wisconsin
I honestly don't see anything being done with leather craft. The only thing you get outta it is 2 pieces of armor you can rune and get extra protection(belt and cloak).
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#38 - 11/06/07 12:00 PM Re: phase 1 - Tinker guild updates [Re: sabu]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Leathercrafting would be an interesting alternative to metal if there were advantages for doing so.

Most games have it set up so that only certain guilds/classes can wear metal and so the next step is leather (or one of the next steps). We don't really ahve that so leathercrafting is pretty irrelavent.

Now, if leather armour gave a bonus to something or another (say you got +30% to combat skills or something) in exchange for the suckier protection people might consider actually using it.

I'm not actually suggesting that change, only suggesting it as one of many possible things that could be done to make leathercrafting more popular than it is now (i.e. nobody having it ever).
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If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

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#41 - 11/09/07 04:00 AM Re: phase 1 - Tinker guild updates [Re: Charon]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
Nod, in some games like LOTRO you have light armour for magic guilds, medium armour for in-between guilds and heavy armour for straight up fighting guilds. I think it's a neat idea, but I doubt it would work to any capacity on this MUD. Would make some guilds way too easy to kill and others too hard. But, it's a neat system if it could be applied. Leathercraft would be a good way to do it, or maybe like some sort of clothing skill, to make better robes etc...
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#42 - 11/09/07 03:15 PM Re: phase 1 - Tinker guild updates [Re: Charon]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
having leathercrafting actually be useful would be a good change
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#44 - 11/09/07 03:18 PM Re: phase 1 - Tinker guild updates [Re: Llygoden]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
i've yet to hear about anything being done to fix anything other then making more armour runes and making forge armour better, with the exception of adding 2 new weapon runes all changes have been towards armour.
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#45 - 11/11/07 08:58 AM Re: phase 1 - Tinker guild updates [Re: Muod]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Basically it's going to change most people from being plasma or banshee, to only banshee pk. A few people will try out different things but most not.

I don't really like that one tinker can master everything in the guild. I liked it when there were armour tinks and weapon tinks.

I'd even suggest breaking up chanters like that. Have chanters that do weapon chants, and chanters that do armour chants. And give each the ability to do a little more than they can now. (targetted WC and AC perhaps).
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If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

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#47 - 11/11/07 02:45 PM Re: phase 1 - Tinker guild updates [Re: MacTORG]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
No reinc yet...its been a long while now...over a month now, its kinda ridiculous to implement changes and then not offer a reinc for this long, ideally there should of been a reinc when they were put in. Now its kinda way after the fact.
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#48 - 11/12/07 03:24 AM Re: phase 1 - Tinker guild updates [Re: Muod]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
Last time I checked, most of the people that stopped playing stopped for reasons similar to these before...
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