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Mortal Online

Mortal Online 

General Discussion  » Crafting 140 million weapons

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43 posts found
  thinktank001

Advanced Member

Joined: 12/13/08
Posts: 1191

5/12/09 5:49:52 PM#21
Originally posted by orionite

I disagree. When you're already in combat the stats you mention are probably the most important ones. However, depending on how you like to fight you may choose entirely different kinds of weapons. You enjoy clubbing people to death, select a heavy weapon with loads of blunt damage - might come in especially handy, when you go down that skeleton infested crypt. If you prefer a more nimble style, darting back and forth, delivering thrusts and jabs, you might want a rapier type weapon. I can see that more useful when fighting quicker mobs.

Also, enchantment modifiers are important when designing and imbuing weapons. If you want to play some sort of Battlemage, you may place more importance on the weapons ability to channel magic than on actual melee damage.

And so forth.

 

  I'm not stating that players aren't going to pick out the weapon that best fits their style, but that anything outside speed, reach, and damage for the weapon they pick doesn't really have an important role.  Everyone wants the best they can afford, but it doesn't matter if you use the worse 2h sword or the best 2h sword.  MO devs state that if you are a better player, then you will win.  That is the basic reason why I state that anything outside of speed, reach, and damage your opponents could care less. 

  maskedweasel

Tipster

Joined: 9/24/07
Posts: 6964

"Kids, try imagining how far the universe extends! Keep thinking about it until you go insane."

5/12/09 5:54:03 PM#22

 It sounds like alot when you put it on a forum, but I crafted 140 million weapons before breakfast.... so....

"Loan me a Dragon I wanna see space"


  rounner

Advanced Member

Joined: 9/07/06
Posts: 325

Once a man, twice a child

5/12/09 6:03:18 PM#23

Many of the differences may only be significant to the crafter as they deal with availability and ease of crafting. Just speculation until we can see. The thing that amuses me is that the only one able to tell how good the sword is, is the guy who is selling it.

  jaspr180

Novice Member

Joined: 1/13/08
Posts: 95

 
5/12/09 6:33:37 PM#24
Originally posted by thinktank00

  I'm not stating that players aren't going to pick out the weapon that best fits their style, but that anything outside speed, reach, and damage for the weapon they pick doesn't really have an important role.  Everyone wants the best they can afford, but it doesn't matter if you use the worse 2h sword or the best 2h sword.  MO devs state that if you are a better player, then you will win.  That is the basic reason why I state that anything outside of speed, reach, and damage your opponents could care less. 


 

I guess I must be in that 10% who thinks outside of your box.

If your talking about stamina drain.   I guess 90% of players dont care what kind of stamina drain they have on their weapon though because they are mostly just looking at short term burst dps.

90% of players do not look at enchanting their weapons either as thats also just a niche thing for RP'ers. 

90% of players don't concern themselves if a weapon is just to heavy and they dont meet the stregnth requirement.    They will use it anyway because it has the best speed/reach/damage attributes.

90% of players dont care WHAT type of damage they are doing as long as its the most possible. 

90% of players dont care if their weapon remains sharp for 20 minutes or 4 days because they expect to die and be looted every 15 minutes. 

If 90% of players are how you say they are, then I expect my 10% is going to have a slight PVP edge in this game.

  Xnxax

Novice Member

Joined: 7/23/06
Posts: 75

One who gets angry is deafeted~

5/13/09 2:38:30 PM#25

Wow. The crafting system seems very indepth, which is just awsome. I hadnt read what the crafting was going to be like before this and i am happy to say that im impressed. Im glad to hear that all weapons will have drawbacks and the amount of custimization available. Im especially happy to hear that the materials you use and the crafters skill will go into making the weapon more "efficient." This is fantastic, it makes room for all those who love to craft by giving them an indepth system where they can hone there skills to perfection and strive to make that perfectly balanced weapon. Reminds me of SWG, how certain crafters will be known on the server and sought out for their skill, sounds excellent to me.

 

Tried: EvE, DnD Online, LotRO, WAR, AoC,
Played: UO, SWG(pre-cu), GuildWars, FFXI, WoW
Liked: UO, SWG, GuildWars
Disliked: WoW, FFXI

  Cody1174

Novice Member

Joined: 3/11/09
Posts: 270

5/13/09 5:16:45 PM#26

Great! this game is looking better and better.

  User Deleted
5/13/09 5:25:00 PM#27

I honestly wish game devs in fantasy games would spend time with the real version of the weapons their putting into games, mostly you hear them talk about this and that and how you need trade offs. I get that their balancing the game through this but they just show that 98% of the time they have never once used any of these weapons. A spear is a deadly weapon in the hands of a master with it and can kill with such speed and grance that you never see it coming, likewise a two handed sword does not weight 15 lbs and take a year to swing. They weight at most 8 or 9 and if your trained with it you can swing it faster than the eye can track, you can also do many other awsome things with two handed swords. Even two handed axes and hammers swing faster and weight a bit less than they are said to.

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5459

Confident, cocky, lazy, dead.

5/14/09 1:45:35 AM#28
Originally posted by Ragnaven

I honestly wish game devs in fantasy games would spend time with the real version of the weapons their putting into games, mostly you hear them talk about this and that and how you need trade offs. I get that their balancing the game through this but they just show that 98% of the time they have never once used any of these weapons. A spear is a deadly weapon in the hands of a master with it and can kill with such speed and grance that you never see it coming, likewise a two handed sword does not weight 15 lbs and take a year to swing. They weight at most 8 or 9 and if your trained with it you can swing it faster than the eye can track, you can also do many other awsome things with two handed swords. Even two handed axes and hammers swing faster and weight a bit less than they are said to.

 

You are right. But there is gameplay and balancing to consider for game devs and I think most companies go for balance which means some trade offs.

It's the same thing with stuff like heavy crossbows; in reality an angry peasant with an arbalest could kill any trained and armored knight riding past on his horse from hundreds of yards (hence why it was forbidden in most of Europe at one time) and you'll never see ranged users one shotting other players like that in most MMO's. (Besides, a firing speed of two bolts per minute would annoy most people, I guess).

And of course there is already a natural trade off for two handers; two hander users can't use a shield.

I wonder how weapon balance will pan out in MO. There is the realistic approach and there is the diversity approach which is more in line with most people's wish to be different than the guy next to them and that means making every kind of weapon just as useful but in different situations.

The different kinds of damage is interesting though; in a group you might have two warrior type players, but one might be much more skilled in blunt weapons and the other in piercing/slashing things. When confronted with an undead monster without flesh, that blunt guy would be the most preferable to do the hard hitting I guess.

  valkazm

Novice Member

Joined: 9/01/06
Posts: 8

5/14/09 12:34:10 PM#29

Im really looking forward to this game now that i have seen that being a crafter attains the the status of a healer with this kind of mechanics a must have person to know .

  S1GNAL

Apprentice Member

Joined: 1/01/07
Posts: 374

If anything is assumed to be other than bullshit, theres something wrong with the perspective.

5/14/09 5:08:44 PM#30

Weeee im so skilled player I made a steel handle and head!! pew pew pew im owning other people with my sword!! pew pew pew!!! lol get a life and play a game that got the the point of fantasy. Realism is not really working in an MMO.. go outside your home and smell the air instead.

  User Deleted
5/14/09 5:11:41 PM#31
Originally posted by S1GNAL

Weeee im so skilled player I made a steel handle and head!! pew pew pew im owning other people with my sword!! pew pew pew!!! lol get a life and play a game that got the the point of fantasy. Realism is not really working in an MMO.. go outside your home and smell the air instead.

 

The nerdrage is amazing.

  S1GNAL

Apprentice Member

Joined: 1/01/07
Posts: 374

If anything is assumed to be other than bullshit, theres something wrong with the perspective.

5/14/09 5:11:47 PM#32
Originally posted by Mrbloodworth
Originally posted by DarkPony
Originally posted by Mrbloodworth
Originally posted by DarkPony

The system sounds great.


 

 

Yes, it SOUNDS great. Implementation will be key here, even a busted UI could kill the feature.

 

As a side note, i thought i read there was a bit of experimentation (ala SWG) involved in the crafting too. So feasibly, even a like item could be slightly different.

Also, am i understanding that there is not form of damage range (1-30), or DPS (4.5) on items? just good bad, average and so on?

That's kinda cool if so.

 

Nah, if you read the powerpoint pres, you learn that knowledge of weapon stats is inherent to your experience with that type of weapon by using or making them. To me a sword might read "mediocre damage" while to you, as the experienced swordsman and part-time weaponsmith that you are, there is much more detailed info in the tooltip. (And not only materials matter, also the experience of the crafter influences the stats).


 

 

No no, i got that point. but it still read as if all weapons only get a rating such as "low, med, high" instead of DPS and damage ranges.

 

I was looking froward to this, if it was indeed this way.

 

 

Mrbloodworth, hey are you already bored of Age of Conan now? hahah

  User Deleted
5/15/09 12:18:34 PM#33
Originally posted by S1GNAL
Originally posted by Mrbloodworth
Originally posted by DarkPony
Originally posted by Mrbloodworth
Originally posted by DarkPony

The system sounds great.


 

 

Yes, it SOUNDS great. Implementation will be key here, even a busted UI could kill the feature.

 

As a side note, i thought i read there was a bit of experimentation (ala SWG) involved in the crafting too. So feasibly, even a like item could be slightly different.

Also, am i understanding that there is not form of damage range (1-30), or DPS (4.5) on items? just good bad, average and so on?

That's kinda cool if so.

 

Nah, if you read the powerpoint pres, you learn that knowledge of weapon stats is inherent to your experience with that type of weapon by using or making them. To me a sword might read "mediocre damage" while to you, as the experienced swordsman and part-time weaponsmith that you are, there is much more detailed info in the tooltip. (And not only materials matter, also the experience of the crafter influences the stats).


 

 

No no, i got that point. but it still read as if all weapons only get a rating such as "low, med, high" instead of DPS and damage ranges.

 

I was looking froward to this, if it was indeed this way.

 

 

Mrbloodworth, hey are you already bored of Age of Conan now? hahah

What?

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5459

Confident, cocky, lazy, dead.

5/15/09 1:09:06 PM#34
Originally posted by Mrbloodworth
Originally posted by S1GNAL
Originally posted by Mrbloodworth
Originally posted by DarkPony
Originally posted by Mrbloodworth
Originally posted by DarkPony

The system sounds great.


 

 

Yes, it SOUNDS great. Implementation will be key here, even a busted UI could kill the feature.

 

As a side note, i thought i read there was a bit of experimentation (ala SWG) involved in the crafting too. So feasibly, even a like item could be slightly different.

Also, am i understanding that there is not form of damage range (1-30), or DPS (4.5) on items? just good bad, average and so on?

That's kinda cool if so.

 

Nah, if you read the powerpoint pres, you learn that knowledge of weapon stats is inherent to your experience with that type of weapon by using or making them. To me a sword might read "mediocre damage" while to you, as the experienced swordsman and part-time weaponsmith that you are, there is much more detailed info in the tooltip. (And not only materials matter, also the experience of the crafter influences the stats).


 

 

No no, i got that point. but it still read as if all weapons only get a rating such as "low, med, high" instead of DPS and damage ranges.

 

I was looking froward to this, if it was indeed this way.

 

 

Mrbloodworth, hey are you already bored of Age of Conan now? hahah

What?

Seems you got a fan, Bloodworth ...

*grins*

  Proletarian

Novice Member

Joined: 11/12/06
Posts: 76

5/15/09 7:03:58 PM#35

I look foward to this crafting system. The Church approves.

  Erowid420

Novice Member

Joined: 5/13/09
Posts: 103

5/16/09 2:27:05 PM#36
Originally posted by Mrbloodworth
Originally posted by DarkPony
Originally posted by Mrbloodworth
Originally posted by DarkPony

The system sounds great.


 

 

Yes, it SOUNDS great. Implementation will be key here, even a busted UI could kill the feature.

 

As a side note, i thought i read there was a bit of experimentation (ala SWG) involved in the crafting too. So feasibly, even a like item could be slightly different.

Also, am i understanding that there is not form of damage range (1-30), or DPS (4.5) on items? just good bad, average and so on?

That's kinda cool if so.

 

Nah, if you read the powerpoint pres, you learn that knowledge of weapon stats is inherent to your experience with that type of weapon by using or making them. To me a sword might read "mediocre damage" while to you, as the experienced swordsman and part-time weaponsmith that you are, there is much more detailed info in the tooltip. (And not only materials matter, also the experience of the crafter influences the stats).


 

 

No no, i got that point. but it still read as if all weapons only get a rating such as "low, med, high" instead of DPS and damage ranges.

 

I was looking froward to this, if it was indeed this way.

 


 

Until you know weapontry, you character's skill determines what information you can actully see about the weapon...!

 

 

___________________________

- Knowledge is power, ive been in school for 28 years!

  DarkPony

Steed of Tardcore

Joined: 8/29/08
Posts: 5459

Confident, cocky, lazy, dead.

5/16/09 2:45:01 PM#37
Originally posted by Erowid420
Originally posted by Mrbloodworth
Originally posted by DarkPony
Originally posted by Mrbloodworth
Originally posted by DarkPony

The system sounds great.


 

 

Yes, it SOUNDS great. Implementation will be key here, even a busted UI could kill the feature.

 

As a side note, i thought i read there was a bit of experimentation (ala SWG) involved in the crafting too. So feasibly, even a like item could be slightly different.

Also, am i understanding that there is not form of damage range (1-30), or DPS (4.5) on items? just good bad, average and so on?

That's kinda cool if so.

 

Nah, if you read the powerpoint pres, you learn that knowledge of weapon stats is inherent to your experience with that type of weapon by using or making them. To me a sword might read "mediocre damage" while to you, as the experienced swordsman and part-time weaponsmith that you are, there is much more detailed info in the tooltip. (And not only materials matter, also the experience of the crafter influences the stats).


 

 

No no, i got that point. but it still read as if all weapons only get a rating such as "low, med, high" instead of DPS and damage ranges.

 

I was looking froward to this, if it was indeed this way.

 


 

Until you know weapontry, you character's skill determines what information you can actully see about the weapon...!

 

 

Yeah, but his wishes are granted. It seems there won't be any absolute numbers in the tooltips according to the pp presentation.

  joshe

Novice Member

Joined: 1/12/06
Posts: 387

5/16/09 7:20:37 PM#38


Originally posted by DarkPony

Yeah, but his wishes are granted. It seems there won't be any absolute numbers in the tooltips according to the pp presentation.


I wonder how medieval knights were seeing their dps they were dealing ^__^

--
/thread

Remember, your advantage lies in your opponent's weakness (J)

  jaspr180

Novice Member

Joined: 1/13/08
Posts: 95

 
5/20/09 5:44:16 PM#39

I just updated the first page of the thread with more information on crafting if you are interested  but I will post it here also for convenience.     This is from the mortalonline forums from the dev working on crafting.

Yes, but that's just the crafting. The entire process is of course different depending on what items or material groups we are talking about, but in general, it will work like this:

1. Gathering/farming/mining etc
You collect resources from nature, the quantity (and sometimes quality) depending on your skills and tools. For instance, you collect Wolf Teeth from dead wolves. Or Heamatite from sedimentary rocks.

2. Refining/combining etc
You (or someone else) then refines the raw materials collected during the first step. This requires skills, tools and often a workbench or a workshop. It often involves combining different raw materials and adding different substances. Usually, only the quantity of the refining is affected by skills and tools, but there are some cases where the quality of the refined material will differ. For instance, the teeth you collected may be used to produce Emalj (a hard teeth substance). Or you use the Haematite to produce Pig Iron. Both of these refined materials can be used in crafting, however Pig Iron is very brittle and is usually further refined (into for instance Steel of varying qualities).

3. Crafting
The crafting process itself is very different depending on what you want to craft, but in general you need two different skill-sets: One for the "type" and one for the "material". To make a Steel Sword Blade, something like both your Blacksmithing > Weaponsmithing > Bladesmithing skill and your Metallurgy > Metalworking > Steel would be involved. Here your skills, tools and supplementary ingredients all affect the quality (not the quantity) of the outcome. You will also need a handle for your sword blade. You can either make it yourself, for instance from the Emalj (if you have the skills, tools and resources) or let someone else do it for you. Finally, in the last process the pieces need to be assembled.

4. Repairing
When your sword is used, it will loose Durability. Loosing Durability doesn't simply mean it will break at one point, it means it will slowly get dull and loose balance. Or rather, the materials can actually be of different Durability Type ranging from the ones that will let your sword keep its edge until the very last point of Durability, to those that will become dull after only a few strikes although they won't actually break for long.

You can learn some simple skills connected to your Swordsmanship skill to keep your sword in good shape, meaning you can rather easily repair it. However, as long as it's not being repaired properly by a real crafter, it will loose some of its Max Durability each time. (And even a great crafter will steal a point or two).

5. Reverse Engineering and Recycling
If you give your sword to another player (or he takes it by force), he may take it back to his workshop and try to reverse engineer the design, or simply try to melt it down to take care of the resources. The chances of understanding the design (learning how to craft the type yourself), and the quantity of extracted material will be dependent on the same skills that were used in making the sword.

Not everything can be revealed by reverse engineering a crafted item though. You may learn what materials were used in making it, and you may learn how to make the type yourself - but some item parts will not only let you use 1 or 2 resources, they will also let you adjust the ratio between those. This, as a copy cat, you will have to experiment with yourself.

  Gen_Mayhem

Novice Member

Joined: 5/18/09
Posts: 22

5/20/09 5:49:29 PM#40

I am very excited about crafting in MO, I think it's heading in the right direction.  As long as the game does not become a gankfest and the penalties for anti social behaviour are in place then I think it has very real possibilities to claim the MMO crown.

 

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