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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 18 posts ] 
RigorIYIortis
 
PostPosted: Tue, Apr 20 2010, 3:23 AM 

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Joined: 20 May 2007
Location: Delaware, USA

After spending a few thousand in gold to purchase the materials to craft iron and bronze arrows, I discovered that the arrows have no extra properties. They are normal arrows. This seems like an exercise in futility as there also doesn't seem to be anyone to purchase them as there is for other job system resources. Before I waste my time working my way up the ranks in fletcher I would like to know if there is any other benefit (other than XP and RP) to the more expensive arrows like silver, cold iron, adamantium, etc. This goes for the job system crafted bows as well.

Anyone know or have some constructive input?

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puro
 
PostPosted: Tue, Apr 20 2010, 8:58 AM 



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I don“t really understand what you mean my friend.


 
      
Sylfwe
 
PostPosted: Tue, Apr 20 2010, 9:01 AM 

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They want to see some enchantments on crafted arrows.

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TormakSaber
 
PostPosted: Tue, Apr 20 2010, 17:41 PM 

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The point of the job system is that it isn't replacing loot. Or really interacting wth it. At all.

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Grymia
 
PostPosted: Tue, Apr 20 2010, 17:47 PM 

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Joined: 14 Dec 2004
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*holds up a finger* But, if i may say so:

A job request for an item related to your jobs may be cooler, and may have a lot more ready story potential if your jobs are somehow linked to it.

Example:

Tuomas makes a DC request for a massive enchanted hammer forged from Adamantine. He's not a weaponsmith but could have had someone forge it for him. *now, why Tuomas'd be asking for a massive enchanted hammer, no clue. I'm just using examples*

However: Tuomas, being an Engineer has a lot more of a comfortable background in the concepts of golemistry and thus, were he to make a DC request for a golem is in a better position to do so on his own merit, IMHO.

He'd still need the materials, something else for which Job system people can be quite handy.


 
      
Dev Disco
 
PostPosted: Tue, Apr 20 2010, 17:49 PM 

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Joined: 02 Jun 2005
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Point is that whatever I add it will never be as good as stuff already available.

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HellScourge
 
PostPosted: Tue, Apr 20 2010, 18:18 PM 

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Perhaps use the rank system for an advantage?

You are a weaponsmith rank 1 and you craft +1 weapons.
Rank 2 = +2 weapons
Rank 3 = +3 Weapons.

By the time you can reach rank 3 can you already buy more advanced weapons more easily.

The same for armorsmith, fletcher, etc.

Just an idea.

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Merrien
 
PostPosted: Tue, Apr 20 2010, 19:03 PM 

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What is the reasoning behind not having the crafted items being at least as good as something that can be bought in shops? Not uber epic stuff mind you, but even a little advantage to them like +1 or piercing even?

I don't understand why you would you have job system stuff that *isn't* very useful. Seems to undercut motivation on using the job system ICly.

Not trying to flame bait, but sincerely asking what the reasoning is on the job system as it is.

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BrainSplitter
 
PostPosted: Tue, Apr 20 2010, 19:20 PM 

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Mostly because balancing it out as a result would be a pain, since ultimately people would want things to be 'equally' powerful amidst the jobs, and that's just a headache. Better to stick with simple, for the people whom want to RP it.

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Dev Disco
 
PostPosted: Tue, Apr 20 2010, 19:24 PM 

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With the Mythal System in place it just doesn't make sense to put effort into this. It's reinventing the wheel.

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Merrien
 
PostPosted: Tue, Apr 20 2010, 19:33 PM 

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BrainSplitter wrote:
Mostly because balancing it out as a result would be a pain, since ultimately people would want things to be 'equally' powerful amidst the jobs, and that's just a headache. Better to stick with simple, for the people whom want to RP it.


That makes sense; thanks for the response.

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Bravo21
 
PostPosted: Tue, Apr 20 2010, 20:03 PM 

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Materials produced with the various Job System jobs are enchantable. Weapons, bows, armor, and arrows of excellent quality can hold several Greater mythal enchantments. I've produced several new weapons that have enhancement +4, 1d6 elemental, and 1d8 massive critical damage bonus. The ability to make both uniqe weapons and armor, combined with the job system ability to scribe, allows turely unique gear personallized to the buyers preferences. A win/win, that is underutilized on the server.

Even better is the ability to provide low and mid range PC's with personallized gear in thier level range. How cool is it to run and RP a 5th to 15th level PC and have a peice of gear that has a custom name and description to match their PC? All for low cost in relation to grinding forever to get some item that only dropps 0.00005% of the time. So, get in game and ask around for your friendly nehborhood crafter and get outfitted today.

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IronAngel
 
PostPosted: Tue, Apr 20 2010, 20:16 PM 

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Doesn't matter if you make it +1 per rank. Those +3 arrows and bows would still be pointless, because there's better available. In fact, anything that is not better than what you could buy is pointless, considering money is not a problem on Amia and you only need to buy expensive stuff once, anyhow.

Jobs are there for the cool.

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Merrien
 
PostPosted: Tue, Apr 20 2010, 20:21 PM 

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IronAngel wrote:
Doesn't matter if you make it +1 per rank. Those +3 arrows and bows would still be pointless, because there's better available. In fact, anything that is not better than what you could buy is pointless, considering money is not a problem on Amia and you only need to buy expensive stuff once, anyhow.

Jobs are there for the cool.


I'd use lesser stuff b/c I'd made it, but that's how I am. I know it's anomalous. But WonWon's input explained it for me, so no more from me on it.

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Sylfwe
 
PostPosted: Tue, Apr 20 2010, 20:42 PM 

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I love remaning and description-adding. So many collections to be had!

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Mobile_Svensk
 
PostPosted: Tue, Apr 20 2010, 23:28 PM 

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Sylfwe wrote:
I love remaning and description-adding. So many collections to be had!


The bane of the server; Is This. Collecting. But i shall not be judging, my second toon had 766 items when disco invented the "Item count"

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Sylfwe
 
PostPosted: Wed, Apr 21 2010, 11:38 AM 

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That's why you try to stick to one kind of collection per character and never breach 500. :wink: Or pray you don't.

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Bravo21
 
PostPosted: Wed, Apr 21 2010, 17:49 PM 

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Very_Svensk wrote:
Sylfwe wrote:
I love remaning and description-adding. So many collections to be had!


The bane of the server; Is This. Collecting. But i shall not be judging, my second toon had 766 items when disco invented the "Item count"


Creating a stack of arrows with a unique name and 4 pages of history explaining in exacting detail everything about them is still one item.......

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