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New way of improving the quality of objects

-2
Hey !

The idea is very simple. Basically, I've played Wurm Online recently, and I really liked their way of improving stuff.

So, the main principle is : you got an object of quality X, and you want to improve it (note that all objects are not improveable obviously, but most of them are). Well, the game asks you to use a particular item to keep improving it. And it's like that for a lot of items, and since they made tons of little tools from hammers to needles.. even water can be used as a tool (I'll go back on that later).

So, you got the item in your inventory, or within a reachable container in the case of water or big objects. In Wurm, you simply select the item you want to improve, the item you want to use, and bingo, it starts improving. Note that the amount of improvement you give an item and the chances you have to improve an item successfully depend both on the skill you have in the profession originally used to craft the item, and the item's current quality (so you can't improve an item all the way to QL 100 with 0 skill).

This system by itself is already pretty good, but they exploited it GREATLY. They made things a little different for blacksmithing, for example.

In wurm, when you forge, let's say, a sword, no matter your skills, you get a quality 1 sword. Then you basically need to have a few tools, water, extra iron.. to improve it to the quality you want. You have to use a hammer on it, then you got to temper it, then you got to heat it up, then you got to temper it again, then polish it.. and many other things. Note that the order of the stuff you need to do is random, so sometimes you got to add iron to it after polishing it, which makes little sense, but hey, brings diversity I guess.

So, what would it change to LiF ? Basically, blacksmithing, or any other activites that involves crafting an object, like tailoring, would more be about IMPROVING gear rather than mass producing it. It doesn't make much sense that a blacksmith can make a Ql100 sword in 5 seconds. There are factors you can't control, no matter your skills. Also would bring a reason to add a lot more tools, maybe more reasons to stock up water..

And it would change trade a lot, also. Want to sell very fine products ? Fine, but you either have to have a lot of help, from very skilled people, and have a lot of money to buy all the very fine goods you need, or you will have to make low quantities of that very fine stuff, so more skilled players can't simply outcompete lower skilled players. Very high quality armors, weapons, tools, or any objects in general will cost a lot, because it has taken a lot more time for the crafter to complete it, and same goes for the ingredients the crafter used !

What I think is, if you keep the current system, no matter how hard it is, players will eventually be able to make QL 100 items. And when that happens, it will spread, and since, as long as you got the skills, it is almost as easy to make QL 100 stuff than QL 1, players that do not have max skills will be worthless crafters on the market, which is very bad, and will drive away a lot of newbies that want to trade stuff.

What do you guys think ? If you do not agree, please post why bellow, I'll be happy to consider, and reply to the points you make ! ;)
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Comments (20)
  • Accepted Answer

    Sunday, June 28 2015, 02:17 PM - #Permalink
    0
    Hoshiqua wrote:
    In wurm, when you forge, let's say, a sword, no matter your skills, you get a quality 1 sword. Then you basically need to have a few tools, water, extra iron.. to improve it to the quality you want. You have to use a hammer on it, then you got to temper it, then you got to heat it up, then you got to temper it again, then polish it.. and many other things. Note that the order of the stuff you need to do is random, so sometimes you got to add iron to it after polishing it, which makes little sense, but hey, brings diversity I guess.

    So, what would it change to LiF ? Basically, blacksmithing, or any other activites that involves crafting an object, like tailoring, would more be about IMPROVING gear rather than mass producing it. It doesn't make much sense that a blacksmith can make a Ql100 sword in 5 seconds. There are factors you can't control, no matter your skills. Also would bring a reason to add a lot more tools, maybe more reasons to stock up water..



    [sarcastic] yes, of course, to make a high quality sword, you make a crap sword, and then, you hammer this sword with better quality iron, more and more, then, when the sword is ready, you hammer it with steel... hmmm yep this is a good sword ! yep ! (this works with leather armors, cloth armors etc...) [/sarcastic]


    more tools, maybe...
    unrealistic way to make a sword... nope

    we'll need to gather high quality iron, high quality wood etc.. which we'll be rare when glitch will be fixed
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  • Accepted Answer

    Monday, June 29 2015, 09:10 PM - #Permalink
    0
    [sarcastic] Well, yea, because making a sword in 5 seconds is realistic. And sure, the quality of a sword is TOTALLY and COMPLETELY affected by the quality of the iron. Tempering ? Polishing ? Reworking ? I don't know what you're talking about [/sarcastic]

    Yes, I know, it's doesn't make sense all the way, but the current system doesn't make sense all the way either, and as I said, it will prevent the MMO's market from being flooded with mass produced QL 100 stuff.
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  • Accepted Answer

    Monday, June 29 2015, 09:12 PM - #Permalink
    0
    And also, don't get it wrong, and thanks for reminding me : YES, you will STILL need high quality materials and tools to apply them to the item you're improving. I thought it was a given but apparently it's not. So you can't make QL 100 sword for example, with a lot of QL 1 iron.
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  • Accepted Answer

    Monday, June 29 2015, 11:40 PM - #Permalink
    -1
    I can't say I like this is a great idea.... actually, I completely hated that system.

    Watching an action bar fill up over and over again, with a you getting a message you screwed up/ damaged the object 70% of the time completely turned me off Wurm, and I like those types of games. Improving an object over and over again is mind numbingly painful, and many people also disliked that part of the game.

    I say keep the Wurm playstyle in Wurm and let LiF create their own unique playstyle.
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  • Accepted Answer

    Tuesday, June 30 2015, 10:19 PM - #Permalink
    0
    True. But Lif's system needs to be changed.. or in MMO the market will be flooded by ql 100 products, and people that do not have 100 skill will not be successful as crafters.. quality should be a choice, either mass produced and you can make only lesser quality, except if you have lots of help, or very few items produced but very high quality
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  • Accepted Answer

    Tuesday, June 30 2015, 11:49 PM - #Permalink
    0
    glitch will disappear, then, no, it wont be flooded by q100
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  • Accepted Answer

    Wednesday, July 01 2015, 10:48 AM - #Permalink
    0
    You think it's because of the glitch ?

    On MMO, there is iron almost everywhere. Literally. I've been there, I can assure you, even at the frickin Oasis, we found Iron. and know what ? If you make something cheap out of iron, and recycle it, you increase the quality of the iron, and you can just repeat the process until you reach something close to 100, which then can be high enough so the bonus given by the blacksmith shop can make you reach 100. As for wood, as long as you got forest soil, you can just import a few Ql100 sprouts, and there you go, you can start a Ql100 tree exploitation. Leather ? Same, import a few Ql100 animals if you can't get them yourself. And that already will allow you to make most of the combat equipment at very high quality wherever you are on the map.

    Now, with a system such as the one described above, and considering crafting will give you the possibility of doing minigames, these minigames could be changed so, for blacksmithing (example), they include a choice for the player : either keep increasing the quality by tempering, polishing the equipment.. maybe rework it, or just making it very fast but with a lower quality (Yea starting from 1 always is not a good thing)
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  • Accepted Answer

    Sunday, November 01 2015, 11:48 PM - #Permalink
    0
    Another reason to add this system is because it'll improve the community aspect of the game. Imagine people hiring you to improve their crafts because of your skill in it. You can visit local towns and villages just to improve weapons, houses, furniture, fence, and so on. Doesn't seem like people really understand the potential of this system. Sure, this system can make things more difficult, but this game is meant to be hard. If things become any easier, I mind as well go play Minecraft. I mean how awesome would it be for people in your village to go to your shop just to ask you to improve their current items rather than have you make them bran new ones.

    Aneirin wrote:
    Improving an object over and over again is mind numbingly painful, and many people also disliked that part of the game.


    I completely disagree. That was probably the best part of the game and the most exciting. That's what these games are about, slow progression or else economy means nothing.
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  • Accepted Answer

    Monday, November 02 2015, 08:52 AM - #Permalink
    0
    I admire that blacksmithing system... But what about others ? Carpentry, Farming, Tailoring etc ? As you said there will be q100 flood in theese goods
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  • Accepted Answer

    Monday, November 02 2015, 04:42 PM - #Permalink
    0
    I admire your improving idea, not completely of course, but you know, now LIF:YO server i play on is running for about 2 months, castles are built, plenty of quality resources at disposal, so what is left there for you? PVP? Yeah i like PVP, but with current status you get tired even with plenty PVP on server and believe me, i switched many servers to find just one with enough PVP and not full of just crafters angry at you everytime you kill them...Difficult increasing quality of items, i dont know how to handle it with full loot Why should i tyranize myself to get 100q fullplate when i can get killed pretty easily and there is not much that difference between q50 and q100? I could kill guy wearing royal fullplate just with pitchfork if he is not more skilled than me.
    I am just sure this game needs addings things that you can do AFTER building you castle or city...Dyeing clothes, shileds, more types of jewelery, this would be good start i think
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  • Accepted Answer

    Tuesday, November 03 2015, 12:12 PM - #Permalink
    0
    Hanz_knife wrote:

    I admire your improving idea, not completely of course, but you know, now LIF:YO server i play on is running for about 2 months, castles are built, plenty of quality resources at disposal, so what is left there for you? PVP? Yeah i like PVP, but with current status you get tired even with plenty PVP on server and believe me, i switched many servers to find just one with enough PVP and not full of just crafters angry at you everytime you kill them...Difficult increasing quality of items, i dont know how to handle it with full loot Why should i tyranize myself to get 100q fullplate when i can get killed pretty easily and there is not much that difference between q50 and q100? I could kill guy wearing royal fullplate just with pitchfork if he is not more skilled than me.
    I am just sure this game needs addings things that you can do AFTER building you castle or city...Dyeing clothes, shileds, more types of jewelery, this would be good start i think


    Think the problem is that quality needs to be more noticeable and powerful. While you can go out and kill people for their loot which took them quite awhile to obtain, you will eventually be hunted down and the people you steal from will easily craft back their high quality items. Also improving items is quick in Wurm if you have the proper skill in it. You begin to fail and slow down at improving items when you're trying to improve beyond your skill level.
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    0
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