Author | Ability to forge new arts |
My idea is intended for smiths who attain a certain level of proficiency. It adds new dimensions to their abilities and allows for gameplay expansion. Using similar existing formulas as guides, a highly skilled smith should be able to create (and name) new/"super" arts customised to the requirements of the paying clients. This is consistent with fantasy/mythical lore upon which the game is based; examples include Aragon's sword, the One ring and Frodo's impervious armor in LOTR, Jason's golden fleece(?), Poseidon's trident, Harry Potter's cloak of invisibility, etc, just to name a few.
Yours sincerely,
Dionysus |
Of course we shouldn't be able to use the names given above to avoid copyright issues but
T-UP / +1 |
+1 like that :) |
Those with money will abuse to win every fight, one can spend 3 million and forge a weapon to give +30 attack and 20 defense, is there any defeating that guy?
You should specify more details, it seems.....incomplete |
for barb_ruler:
I don't think this really matters much, since in tourneys only shop arts are allowed. And in CGs the type of arts/enchants used can be controlled. If you feel like going for FFA, then it's your personal risk/gain.
As concerns the other types of combats:
* PvP outside CG -- doesn't really matter (again your risk/gain if you want to go there)
* HG, MG -- one needs to win hundreds combats before advancing one level. And all it gets is 1 parameter -- not so much difference for a high level.
* TG -- dynamically balanced -- no effect.
So, +1 from me. Naming the weapons (uniquely) might be hard to achieve.
A smith/enchanter gets back his investment in the guild after 1 or 2 bizillion of years. So adding something new to do to smiths/enchanters who invested so much effort, time and gold in the Guild, would add new dimension in this area of the game. |
+1
Add armor too
Empire's capital resources facilities stocked too much and it should be utilized by using the resources to create the new art
I would suggest that we could create normal shop art as well |
+1 |
-1 as it is suggested, too much power in the hand of a few smiths from night to day.
Eventually, ok for making a new "forger's guild", where all start at the same level.
Can even be part of the smith's guild, like jewelcrafting is part of enchanter's, but has to start from 0 for all. |
Sounds like a nice feature, +1 |
+1 Awesome idea.
Further to creating new weapons we must also have the option of enhancing existing weapons (not enchanting) but rather increasing dura.,parameters,reduce rapair cost etc. |
-1
This puts alot more economic power in the hands of smiths than was originally intended. At the moment, I do believe smiths should have an alternative way to make money (perhaps forging normal artifacts at cost rather than at the premium of production facilities) but forging "super" artifacts would throw the game's economy off.
I don't see an issue with #10s secondary suggestion either, at least in regards to increasing durability. (parameters is different, imo and increased dura should = at least slightly higher repair cost) |
Economic power will be in the hands of those who can and are prepared to pay, the same logic applies in RL.. And before anyone screams 'unfair', consider this-how many Russian players are there with a UCI? Answer: plenty. If the forging ability revolves around buying elements and resources, then it works well with the game admin's objective of making more money by draining gold from the game/players. |
+1,
nice idea to make Smiths Guild more attractive and give additional feature for everybody to enjoy.
Also there could be made additional level of smiths guild, let's say repair at 99% efficiency (pre-repair max durability minus 1). |
Economic power will be in the hands of those who can and are prepared to pay
Perhaps so, but alot of players opted not to do smiths levels because expense outweighed the reward... Now punish them because they didn't waste money?
Plus, the very idea of "super" artifacts takes away from the chests of abundance which serves a dual purpose of: encouraging diamond purchases and encouraging gold purchases. These purchases already are significant and contribute greatly to the game as they are currently the only semi-reliable way to get "semi-super" arts...
I don't see any positive aspects of your idea... |
"No pain, no gain"
I am sure you aware that these people had invested heavily on smiths..No one can force you to do it..You have the freedom |
then maybe make the guild for diamonds to join and make the artifacts better as each forging level goes up and these arts cannot be traded Player banned by moderator Lord Schwarzenegger until 2013-04-04 23:29:21 // Violation of F.R. 1.7. Additional chars are not allowed to post in the main forums. Warning. |
I was going to suggest something like this but for a different reason. Right now, the ways to balance the factions is to change the recruit counts or change the talent costs. Maybe we could introduce faction specific equipment that cannot be worn by other factions it's not meant for. For example, faction X is rather weak at CL Y compared to other factions, maybe we could give their smiths the ability to forge an item X that gives more stats (or specific stat, like say magic proof) that would make faction X more competitive (or better chance against faction A, X's nemesis at CL Y) at CL Y. It should be tradeable so that Smiths or Enchanters can sell them for profit and may be wearable in tournaments. |
i think that smiths should have forging ability but not super artifacts.
Maybe they can forge some special effect artifacts which give special abilities.
These artifacts can only be forged by smiths and also only would require both smiths and enchanter guild.Also such artifacts can't be enchanted. For example
Zeus lightning bolt which works similar to goblin traps but only deals lightning elemental damage and can only be used once per battle ( of course you can choose more then one tile, but not a tile where a troop is settled.) Also this doesnt stop a troop from passing through that tile but only deals damage if it lands on that tile.
similarly a cloak of invisibility which renders a creature invisible for 1-2 turns.Invisible creatures can't be attacked but can take retal. Shooters can't be made invisible(just a suggestion) |
+1
I would say that the admins provide some selected abilities which are allowed.
Like no spells, no ranged resistance etc.
Only the main parameters like luck, attack defense, spell power etc.
Allow these arts to be traded but keep a price for forging these arts like 40 gold per ammunition point per battle.
So the forgers earn 10 gold per ammunition per battle. So a 10 AP arts makes them earn 100 gold per 1 duraibility.
I suggest make an individual guild for this. It is bought with the blacksmith gold. But there is a different guild for this for say FORGERS GUILD
You can make 10 duraibilty per level and 5 AP per level arts |
-1
it gets complicated to keep a check on all kinds of created artifacts and their modifiers , cost , name on the market, durablity and whether purchasing it is feasible now that the shop artifacts are bought easily.
It may also be quite of an advantage to smiths , even if thats okay. I suppose that others should also have an equal chance to forge if a new guild is ever introduced.
It cannot be just good-for-smith-update . |