cfelch wrote: Frigga wrote:
Or, just let players redefine the descriptions for items they have made.
This is possible now, if your PC has the Artistry skill. However, there's a line between making something look pretty, and utilizing the description to imply that it's a master sword capable of causing epic bleeders. The second thing really requires code support otherwise, it's a bit of a false advertisement. Hence the need for that to go through a craft.
I thought that only added a line to the ldesc of an item, sort of like a dmote.
I want to change the sdesc.
I assume that's what others want as well.
That's where all the nifty adjectives come into play.
This is correct. Artistry only adds one line, of about 250 letters to the end of the weapon/item you're decorating. If you include "short" into the syntax, it adds a nifty "engraved, painted, etched, etc." adjective to the sdesc.
Artistry is extremely limited.
And me, personally, I don't care for any sort of custom. I LITERALLY am quite pissed that orcish weapons weren't considered when the new weapon code went in.
Infact, every single weapon craft, is the exact same thing.
There's no difference, aside from the weapon it produces, and some minor changes in words. This, particularly, seems extremely lazy to me, (That is to no offense to Tiamat, I know how much she loved
making weapon crafts, but the point still stands).
I liked how weapons were before. I liked being able to sit there and assemble, and disassemble. I liked the variation of hilts, pommels, and other such things. All that needed to be done, was to change the consistancy of how things branched, and to lock out certain level tiers, and balance some level of the damage, and damage-rating.
I'm going on a big long rant here, because I SERIOUSLY DESPISE how unimaginative the weaponcrafting is now. I don't feel like an awesome well-renown smith, just because I can put a sharp edge on some rudimentary blade that looks the same as every other blade, aside from the fact that this one, perhaps has a red hilt. While that other one I made a week ago, had a green hilt.
That one too, also has a neat little engraving of a flourishing vine. While this one, has a picture of a chicken standing on it's head.
It's disgusting. It's boring. It's lazy. It's pointless. It makes me want to scream, and pull my hair out, and kick the person who decided that was a good thing. (Again, I feel the need to state, that I, in no way shape or form, have any ill-will towards any of the admins)
I am a goddamned master weapon smith. I shouldn't be making the same damned thing as everyone else. No one should. Each weapon, each blade, each hammer, axe, mace, or dagger, should be in it's way, unique to the crafter who made it, outside a mark, or two.
I should be able to put a jagged edge on one. A thin edge on the other. Have a basket pommel on this one. A curved one on that one. I should have a spiked mace, or a blunt mace.
A hammer-axe, or a double-headed axe.
A spear with a thin tip. Or a spear with three thin tips.
I don't care about stats. I never care about stats. I'm not a twink. I don't care about combat. I've never cared about combat, except when I do. This discussion, these weapons, they should be about making them BETTER. Not talking about what exists already. Not giving a half-assed "Oh weapons are already variant in the types of damage!" I DON'T CARE.
This game is RPI. That means, Roleplay Intensive. It should be up to the players what kind of weapon their character should have, be it a trident, or a butcher knife. Stats should only matter when it involves PVP, which, in hindsight, should be a semi-rare occasion. It should not be "Hey guys, lets go hunt orcs in the woods!" Then twink-spam kill orc. It should be patient, it should involve some level of RP, even if it's only acknowledging that we're actually people, and not mobs.
But I'm getting off topic with that tiny bit. So back to weapons, weapons should be MORE varient then just damage types, how much damage they do to certain armor. And whether or not they give a deflect bonus.
They should specifically made to hinder, increase, adjust, or remove certain aspects in favor of combat maneuvering.
Orc 1 is a big giant hulk. He's in the front, tanking, he's fighting a dude with plate. He needs a heavy axe to cut through metal, that while slow, still does a good deal of damage. It has a jagged edge, which aids in shredding. Which increases chance of bleeding, or armor damage.
Orc 2 is a skeevy little thing, he jumps in while the tank is focused. He uses two weapons, a sword, and a dagger. The sword is meant for parrying blows, it has a basket hilt to increase the chance of deflecting blows, while the blade is wide, meant for catching a blade, while the dagger, as tiny and quick as it is has a long thin blade, meant for stabbing. Any attacks that come his way, can be easily parried, while he uses quick stabs to try and reduce the stamina, or health of the human.
Orc 3 is a medium built thing, has two maces. One that's spiked to allow for shredding leather armor. While the other is blunt, in order to subdue. This guy is the slavemaster, he's the guy who wants to knock out the humans and take them in as slaves for the army. He wants to be careful, not to kill them, so he has a blunt weapon to knock them out. While the spiked one weakens, and shreds.
You see what I'm getting at? Of course, this would probably require a full overhaul of combat in general, but that's the kind of thing I want to see. I don't want to see five random orcs with maces, just because maces do good damage against leather, or whatever the crap it is, and they have the starting level of bludgeon and sole-wield.
I want those orcs to be diverse. I want them to pick weapons that fit the character on a conceptual level. Not because this honed iron longsword master-craft quality murder-kills things.
That's what I think we're trying to get across here, that's what I think we need to change