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   Forums-->Ideas and suggestions-->

AuthorBlacksmithing fixes
Blacksmithing here is near absolute useless.
high cost, low experience gain, slow leveling, and retardedly low amount of fixing, plus attrition to the objects makes blacksmithing horrible.
I'd like to propose a change to the way repairing works.

1: Instead of fixing a percentage of the item, fix the whole thing. However, levels of blacksmithing need to be equal to the level requirment to USE the item.
2: 1xp per AP fixed. This .1 stuff needs to end.
3: because I know the game "designers" will not go for this unless it's disgustingly nerfed, make the repair time 2 minutes per durability restored. This makes repairing items still slow to gain on xp, but makes it far more useful and practical.

As it is, repairing items is simply a waste of money. Repairing is supposed to be CHEAPER than actually buying the item.
no, buying is meant to be cheaper than repairing unless the item has been enchanted. this keeps the economy rolling
hmmm... yeah buying cheaper than repairing...

Because obviously it takes more to repair a length of metal rather than make the whole thing anew...

That doesnt make any form of logical sense.
If I have a sword snap in half, it's by far easier and cheaper to mend it than build a new one from scratch. Ive researched the process of making a sword. Trust me, mending is cheaper and easier. For one, the materials are already THERE. You dont need to rebuy the materials. 2, the shape has already been formed. It's a simple matter of melding the 2 pieces back together, and done by a good smith will come back looking like new. Even the worst of sword smiths back in the times swords were used regularly could perform such a repair with little difficulty.
As you stated the only logical reason to have it done this way is so that "the economy rolls." But the economy doesnt really roll at all does it? It actually rolls so slowly that I know several people that have quit because of it. Ive quit and come back a few times and am thinking of doing it again.
It's not about the cost of materials. It's the extra labor involved in repairing compared to making a new one. Just like in real life, most items are cheaper to buy new than to repair.

Also from an economic standpoint for the server repairing works fine as is. In fact as the server gets older and more players reach max smithing, repairing makes more sense.

Your suggestion is to make repairing faster, gain more points, and repair more. Instead I think smithing should be nerfed. It's true that it costs a lot of gold and time to lvl up smithing, but once you max it, smithing becomes a cash cow for the individual and for the server it drains gold away from the economy.
#3

That doesnt make any form of logical sense.

the way you put it - no indeed :)

but look at the thing in another way: a blacksmith has no knowledge at the beginning of his work, thus he needs to practice, and at first he will make more small damages to the item than he will repair.

The materials for repairing still cost the same, so the result is that, for a same price, he will obtain an item that will have a much shorter durability.

While he learns to smith, his skill increase, he makes less mistakes, and, for a same price, he gets a better result.

Little by little, he improves his repairs, getting close to perfection.. for the same price.

So, at the end, he will indeed repair an item for a lower price than it would cost to buy it (you can get up to 90% restored), because he mastered the art.

At that moment, yes, he will indeed have an interest in repairing rather than buying.
Just like in real life, most items are cheaper to buy new than to repair.

Yes but only for the last 100 years with modern industry. :-) In the past, repairing was prefered. But anyway, its useless discussion. There is an artificial economic system we have to play with. :-)
for telca:
At that moment, yes, he will indeed have an interest in repairing rather than buying.
still not, actually

repairing cost is 40% of the artifact cost, so you pay 40% to get 90% repaired, not to mention the artifact also worth lesser now, while you get 65% back selling a worn art, so you only pay 35% for a new one
as Straws says: the Epire buy back at high price of 65% of ats orginal cost, but if Epire decides to buy back for only 30% of orginal price costs then all changes...

And in real life noone will buy usless used knife for a 65% of brand new knife price.
So this 65% of selling back to Empire are not similat to real life, s you caanot put repairing effectivness and costs in the same pot.

Also If Empire will reduce art back selling to 20-30% lmoust ALL players would be unhappy!
And calculat this:
Enchant your item with 4 * 10% for ~250.000 gold.
After its 0 durability, you sell it or repair it? :)
Repairing is meant to be a way to dump massive amounts of gold. As is forced Ap. So players cannot become rich at higher levels. However just because its mean to dump huge amounts of gold doesnt mean it needs to be worthless. Cal's idea allows it to work and still dump massive amounts of gold as you need to earn your way up to repairing the most expensive items that you want to enchant. Also may even lower the level at which you have to start repairing in the first place which eats even more gold.
for frey12:
As Straws and Mr_eee, and AzagToth were saying it could be the other way around. Repairing could be meant as a way to save money. Thief, hunting, and enchanted arts are meant to be repaired. Even at lower smith levels it is still better to repair these arts than to just throw them away.

Also if Empire doesn't buyback all shop arts for 65%, then any 40% or above smith would have even more opportunities to save gold. Why does Empire even buyback shop arts? Why doesn't a 0 durability art become 0 gold value? Arts would be too expensive? Then the admins could have always reduced the current shop art prices to 1/3 of the current prices. I believe Empire buyback at 65% is to prevent players from repairing shop arts unless the player is doing it on purpose to power level their smithing for a cost. This is to prevent players from dumping their gold unless they are power leveling.
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