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What do you think of this suggested change to enchant?
Like it, lets see it. 43%  43%  [ 29 ]
Neutral. 10%  10%  [ 7 ]
Do not like it. 37%  37%  [ 25 ]
Other, don't care, or just want to see results. 9%  9%  [ 6 ]
Total votes : 67
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PostPosted: Mon Feb 20, 2006 3:23 am 
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Mortal

Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
Quote:
A persistent enchanter with a pushy and persistent warrior is going to turn out a perfect suit anyway that no one else will have the patience for.


Exactly ... they should be rewarded for their efforts.


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PostPosted: Mon Feb 20, 2006 4:28 am 
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Joined: Fri Apr 30, 2004 8:48 pm
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
I voted no and I have a different idea that will be totally shot down.

:devil:

Eliminate enchant completely.

Learn about the various ores, or botany, or animal quality and mine/harvest/slaughter the right whatever to get your specialized gear. You could find plants that have +5 MR that could be turned into cloth, iron ore with +5 willpower that could be combined with coal with +5 willpower and turned into +5 wp steel, bison with +10 MP that could be turned into leather. The one taking it to the tailor/smithy would have the gear built to his or her level, thus an amateur would have a poorly made suit and a GM would have a nearly god-like suit (since the tailor/smithy would loan out his or her tools to the one working on the gear).

As I said, my suggestion to eliminate enchant spells completely and replace with the above idea will quickly be shot down and, sorry Archie, so I hope will yours.


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PostPosted: Mon Feb 20, 2006 5:43 am 
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Joined: Wed Dec 10, 2003 9:11 am
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Location: Germany
Enchanting is fine as it is. Call me crazy but I actually like the surprise factor it brings with it. Then again, I'm one of the few people who enjoys doing it and doesn't view it as a chore. I'm not too thrilled with the idea of being able to choose what enchantments I put on my gear, because as already mentioned, it overpowers certain classes. Currently, you get a chance of adding MR to items which balances things out since it is rather annoying for most classes.

To put it all in a nutshell, if you spend enough time enchanting your equipment, you get what you deserve. I voted no to the change.


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PostPosted: Mon Feb 20, 2006 10:34 am 
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Joined: Fri Jul 01, 2005 10:55 pm
Posts: 594
I don't like the proposed change. Enchant already standardizes equipment too much. Most enchantments found on equipment don't matter as it is since people can just enchant them for what they want, but if they could add stat mods and hp/me/pe that would make any found enchantments meaningless. Personally I'd like to see hard to get equipment with good enchantments be more important, not less. Maybe remove the ability to enchant for MP so you can only put saves on.


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PostPosted: Mon Feb 20, 2006 11:00 am 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
The ONLY reason I don't like this, is because it eliminates the drive to explore. People ask sorcs and others "where to find an item that does increases the xxx stat". Well, gee, with this, there's no need to look for it because hey, you can just pop it on. Unless I'm mistaking what Achernar means, and the enchantment already has to be on the item to increase it's power. In that case, it's fine - but there's one snag.

There should be a limit to the max total/worth enchants per item, and it should be lowered. For example, if enchant is changed, those rings/armbands from the Haven that have mod to xxx stat, can only be bumped up to a +4, and no higher. In fact, maybe make the limit so that you can only double the current enchantments on an item at best. So if you have something with a slight, you can make it a mod. Mod, a greater.

But I would stills ay this is a good idea.


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PostPosted: Mon Feb 20, 2006 11:00 am 
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Joined: Fri Oct 17, 2003 10:06 am
Posts: 719
It's all pretty much been said, but I'll say it again for repetitions sake.

Hard limits would have to be made on the various enchantments that would/could cause major problems IE: ME enchants on shamans.

Honestly, I like the time invested in a suit of armor to be quite long as it makes the usually inevitable junk loot that much more enjoyable for the winning party and painful for the losing one.

I do wish more of the enchantments that only are able to come on items stock were enchantable, if only to free up some of the "need" factor builders sometimes run into.

Want a random un-thought out idea on how to accomplish the flexibility without reducing the time invested and make the actual starting armor more important?

Remove the explode option from enchant armor. Make the fade option not remove the initial enchantments on a piece. Then go ahead and make the change to mana cost/spell level for enchant armor along with it. Open up the ability to enchant with any of the applicable values. Break them up into two classes. Stats and whatever you want to call the rest, effects/resists/properties, doesn't really matter. Make the effect added to the armor still random WITHIN each catagory.

Basically, if you really want to, you can spend 8 hours of the day on a single piece of equipment to get it exactly how your twinked out heart desires. Overall though, it'll be harder to enchant armor to get exactly what you want. The initial enchantments will never fade away, so it'll make them that much more important, but any piece of armor will be able to have that same set of enchants with a little luck and alot of time.


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PostPosted: Mon Feb 20, 2006 11:35 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
leave enchant the way it is but if you get a suit of armor with enchantments already on it, give it the possibility to make those enchantments larger. At the same time though, don't allow fading to work on the original enchantments.


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PostPosted: Mon Feb 20, 2006 11:48 am 
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Joined: Sat Feb 11, 2006 2:34 am
Posts: 12
Achernar wrote:
Why not just institute a limit for modification to attributes, similar to train caps? Wouldn't that be enough to keep it from being heavily abusable? Give every stat a cap, it doesn't have to be visible to mortals, just stop adding after a certain limit has been reached. Or don't let items stack seperately, whichever item has the highest modifier to that stat is the one that is used. Just tossing this out there.

A


Or since you are a KD of a certain kingdom why not place a shop there where you can purchase armor with already said enchantments on it?

buy breastplate willpower

And then the breastplate will have willpower enchantments placed on it.


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PostPosted: Mon Feb 20, 2006 12:01 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Beacause, for the most part, money is a joke in SK. You would be able to buy whatever you want whenever you want. It is becoming less and less of a problem since the gimping of certain tactics to get money.


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PostPosted: Mon Feb 20, 2006 12:35 pm 
I'm sort of against buying equipment with enchantments on them. It's not like a mystical belt of the arcane or whatever that you find lying in the dungeon of no return on the 35th level where the monsters kill you in one blow.

More than seeing armor that has enchantments to saves or magical resistance I don't like seeing armor that comes with magical protection on it. Especially if it is store bought. I doubt the storekeeper has the actual time and income to be bothered with adding more overhead to his stock by asking a sorcerer to enchant some of his stuff before sending it out on the market.

Basically if you can find something in a city and it can be bought it shouldn't come with enchantments to it unless it is specifically sold in a shop for arcane items that come enchanted. IE the tanso steel from Nerina shouldn't have any enchantments on it. Tanso steel is elite enough as it is and if you want enchantments--find a priest or sorcerer.

There should be a cap on how high any particular enchantment should be able to get on a single piece of equipment though.

That is to say that any enchantment for magical protection or willpower would cap out at 5 or 6 enchantments. This would prevent someone getting oh say 10 enchantments (as is often the extreme value given) of magical protection on any item. Or the same for saves and magical resistance.

I kind of like Sklz ideas, especially since he had a starring role in the Punisher.


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