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#584 - 12/12/07 02:32 AM Leather Improvement
Dragora Offline
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Registered: 11/03/07
Posts: 38
Loc: Canada!
I've been thinking.....the leather system is already in, the ability to harvest it and craft it and all place so no work needs to be done there, it is just not used because it is useless (AC blows). I figured it would be a good idea to tweak it so it can be actually used and will add some variation and style to armor.

Was shuffling thoughts, and I figured leather AC should not be nearly as high AC as mineral. So base AC stays low but leather can potentially react to magical reinforcements (ie fort... maybe runes) a lot better. The magical effect can be a lot more potent (simply raise what fort does to leather, maybe base it on the over level of the leather skin that was harvested) raising the overall AC, in turn making it useful stuff for new/lowbies to mid range level.

What would also be interesting is that if amour degradation goes into place leather would degrade faster than regular armor, since it is made of skin. This would add some balance to the cheap to make, but decent to wear leather.

Let me know what you guys think.

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#586 - 12/12/07 02:41 AM Re: Leather Improvement [Re: Dragora]
mathias Offline
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Registered: 10/19/07
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or what about if it reduces the amount of fp lost in combat? (easier to move) but also decreases ac (easier to hit since not a walking tank)
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#587 - 12/12/07 02:51 AM Re: Leather Improvement [Re: mathias]
carmy Offline
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Registered: 10/14/07
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Loc: South Korea
I can't say I'm a really big fan of armour degrading, simply because it is actually expensive. If you're going to rune leather, then put forts, maybe even TA, there's no way that's cheap. If looting is back in, there is a way to lose it.

What I think would be neat for leather though is a small boost to combat, but the thing is, if you boost combat with leather, that would then make it so that people who are naked have a better boost to combat?

I like the idea of losing less FP, but once again, at the same time, if you use less FP with leather, how much less do you lose being naked?

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#588 - 12/12/07 02:55 AM Re: Leather Improvement [Re: carmy]
mathias Offline
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Registered: 10/19/07
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well being naked would allow you to fight easiest but you would be a crit magnet
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#590 - 12/12/07 03:07 AM Re: Leather Improvement [Re: mathias]
Dragora Offline
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Registered: 11/03/07
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Loc: Canada!
Who said it could even be runed? (thinking about removing the ability too, keep reading) I am not trying to make it a an alternative to real mineral armor, I really do not think it should be. Just give it something more so it can actually be usable, maybe even quick to produce. Make forts take half the time, and maybe the same for TA (Remember, it will not have close to the same AC as mineral amour, so maybe a lowering of crit will balance). Leather is natural, could be easier to enchant.

And about armor degrading I have an idea for that. Obviously scale the price properly, that will be a hit/miss till it gets right. But make sure you have a "repair all button" the tinker can perform on you. Make it take barely next to no time at all, no need to remove you armor piece by piece all you do is just stand there. Armor degrading would add an other layer to the economy and be a good way to put money back into the mud since shopkeepers / shops blow.

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#591 - 12/12/07 03:12 AM Re: Leather Improvement [Re: Dragora]
mathias Offline
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Registered: 10/19/07
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i have to agree with carmy that degrading armor might not be the best idea. It is insanely expensive to produce and with looting back in that solves many economy woes.
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#651 - 12/12/07 10:53 AM Re: Leather Improvement [Re: mathias]
Dragora Offline
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Registered: 11/03/07
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Regardless the armor does not have to degrade, what do you guys think of the leather changes?
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#652 - 12/12/07 11:17 AM Re: Leather Improvement [Re: Dragora]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Off the tops of my head. Because all guilds can wear metal armour it should't be as good as metal armour.

Unfortunately armour in darke does very little. It offers protection and that's about all. It's hard for me to imagine however a situation when a HM would prefer to wear leather to laen and that's really what we have to look at. Nobody will want to create leather armour if once they get to a medium/high level they'll look at it as a waste of devs.

I think we need a more creative solution. If for example certain high level monsters (it would have to make sense.. a dracolich for example shouldn't be skinable) could drop skin that might be as good as say catoetine and would have resistance/weaknesses to the same as the creature that you took it from.

For example if you skinned a Seraph that armour would be strong against holy but weak against disruption.

Just putting it in to bounce ideas.
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#661 - 12/12/07 01:26 PM Re: Leather Improvement [Re: Charon]
Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
There really needs to be a more comprehensive corpse system. Right now, damned near nothing is saved about the creature the corpse came from, and corpses don't have any properties at all that they can pass on. Ideas like this beg the question: Should corpses become more than just heavy bags?
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#663 - 12/12/07 02:28 PM Re: Leather Improvement [Re: Dragora]
Llygoden Offline
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Registered: 11/01/07
Posts: 9
Ok, here's what I think would be interesting:
  • The skinned leather should retain the level of the mob/player it came from as well as the race.
  • The AC of the leathercrafted product should be dependent primarily upon the level of the skin used. The AC would then be modified slightly based on what it came from (like a seraph skin giving improved holy defense with disruption weakness as mentioned above.)
  • The level of the skin would determine the level of leathercraft required. For example, you could require 5% of leathercraft for every level of the skin, so 100% skill would be required to work with a lvl 20 skin.


The advantage of this system would be that the quality of leather products increases with skill, but there is a relatively low maximum "level" placed on the leather armor. Therefore, leather armor might be competitive with some mineral armors at lower levels, but leather armor would never be ideal for very high level players. The problem with leather craft currently is that it is never a useful product. I don't see a need to make leather armor something desirable to a high level player.

And some variations:
  • Instead of having a skin level, have a skin grade. Each grade would have a minimum leathercraft requirement. For example:
    • Rough leather sheet -- min 0% LC
    • Fine leather sheet -- min 25% LC
    • Carefully cut leather sheet -- min 50% LC
    • Masterfully cut leather sheet -- min 75% LC
    • Perfectly cut leather sheet -- min 100% LC
  • Instead of having different skins for each race, maybe make some general types:
    • Scales from dragons/reptiles
    • Fur from mammals
    • Hides from humanoids
  • And I sorta like the idea that leather armor could give a bonus to dodge, thanks to lighter weight/improved flexibility.


!!EDIT!!
I've seen people say on chat that leathercraft's advantage should be its "quick to make" nature. I strongly disagree. If we were trying to recreate modern Chinese industry, then maybe, but as a leathercrafter I am dedicated to my craft -- I spend time on it; put effort into it to make something that will endure. I don't want to see leather armor go from mostly useless to a mass-produced, disposable piece of junk.

Similarly, I don't like the idea of reduced speed runing/enchanting on leather.


Edited by Llygoden (12/12/07 06:19 PM)
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