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#1934 - 05/12/08 02:48 PM Repair Weapon
Minstrel Offline
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Registered: 12/14/07
Posts: 90
I feel that it's a problem that weapon repairing is both such a constant and important activity (without weapon repairs, it's hard to combat level in any real way unless you have unlimited weapons) and only available in a controlled way.

As things stand, especially with the player base as low as it is currently, it is rare to have weapon repairers availble. Certainly not as often as they are needed. Okef was established for this reason, but he's been "given" to the tinker guild, which means one person (the tinker GM) controls who can use Okef.

For an activity as essential (and constant, unlike having a weapon or armour forged) to everyone as weapon repairing is, I think it should be more freely available than that (for example, food and water is not controlled access).

My proposal would be to divorce weapon repairing from the Blacksmithing skill and make it a world lore skill of its own, Repair Weapon.

I feel that it is reasonable as a world lore skill--it seems like the sort of thing anyone who uses weapons could learn to do. But it still requires learning, like swimming or navigating. It also seems like the type of "general" skill that makes sense as a world lore skill. Finally, I wouldn't say the Tinker guild or Fighter guild depend on weapon repairing for unique identity, monetary gain or power. So I think removing it from their province wouldn't adversely affect either guild.


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#1936 - 05/13/08 08:07 AM Re: Repair Weapon [Re: Minstrel]
Ruck Offline
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Registered: 11/26/07
Posts: 21
Loc: Chicago, IL
You know, this was always one of my gripes as well. When the pbase is low, there were never enough weapon repairers available with any decent skill. And since we all know how important a nicely repaired weapon is, it got kind of frustrating. Though, I did find a solution to that of sorts…..I just became a thief and stole new weapons! In my opinion, any member of any guild that relies heavily on weapons should naturally know how to care for their gear. If you spend your whole life training, fiting, coveting weaponry, then most likely, you will pick up some things or two on how to keep this stuff in good shape. Now, that doesn’t meant that every fiter or NB is going to know how to repair everything to pristine conditions, but they should at least know how to perform basic upkeep on their weapons to prevent them from falling into a state of disrepair. Of course, the Tinks should be, and would be, the supreme source to go to when repairs or alterations are needed because they are the ones that spend their whole lives actually making the weapons from scratch.

I don’t see anything wrong with giving most weapons based guilds a simple Repair Weapon skill that would prevent their gear from completely becoming usless (especially when there are no Tinks around and the NPC Tink Repairer is a joke)…..but…I wouldn’t want to step on the Tinks toes and totally take away some of their usefulness. Perhaps the Tinks could be the only ones able to recondition a weapon back to pristine condition, while say, the Fiters would be able to repair their swords to almost near perfection? Or possibly modify the Tinks repair weapon in such a way that if you use them to repair your weapons, it would add some sort of temporary, non-stackable boost to the sword just because they did such a damn good job? I would think after a high-level Tink repaired my sword, that sword would be damn good and help me slash my foes a little better then if some fighter just took a whetstone to it. On the same note, Tink repairs should maybe last longer and the sword would degrade(for a short time) at a slower speed?
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#1939 - 05/13/08 09:07 AM Re: Repair Weapon [Re: Ruck]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
I wouldn't limit a Repair Weapon skill to "weapons-based guilds." Weapon repairs are crucial to every guild (as combat leveling is crucial to members of every guild) and simply maintaining a weapon is not something that it takes dedicating one's life to learn. Anyone who can learn to use a weapon competently should be able to learn to upkeep it.

If some form of limitation need be placed on such a general repairing skill, perhaps a (non-tinker/fighter) player can only repair weapons he/she has skill in wielding. To simulate knowing how to repair weapons that he/she knows how to use. Tinkers and fighters could repair any weapon, regardless of having skill in using that weapon.


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#1944 - 05/13/08 11:11 AM Re: Repair Weapon [Re: Minstrel]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Maybe a world lore skill 'maintain' weapon that would be half as effective as repair weapon? So that when you have it maxed out at 100% base it would be the same as 50% repair weapon? I think limiting it's max effectiveness so that people on their world lore type wouldn't have 310% would be a good idea as well. Maybe cap the effective part at 150% (75% repair).

That unreasonable?
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#1949 - 05/13/08 03:51 PM Re: Repair Weapon [Re: Charon]
Minstrel Offline
journeyman
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Registered: 12/14/07
Posts: 90
 Originally Posted By: Charon
Maybe a world lore skill 'maintain' weapon that would be half as effective as repair weapon? So that when you have it maxed out at 100% base it would be the same as 50% repair weapon? I think limiting it's max effectiveness so that people on their world lore type wouldn't have 310% would be a good idea as well. Maybe cap the effective part at 150% (75% repair).

That unreasonable?


As long as you can repair your weapon well enough to level combat effectively, reducing its effectiveness doesn't seem like a big deal to me. Again, though, I don't really think tinkers or fighters rely on weapon repairing in any real way for guild identity or cash/power.

Even when I played fighter, for the longest time I just used Okef.


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