Leatherworking tweaks

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osma
Posts: 179
Joined: Wed Aug 17, 2005 05:09 am
Location: Mississippi

Leatherworking tweaks

Post by osma »

This idea has multiple parts:

1. Re-integrate all the types of skins into leatherworking, giving them their own pros/cons.

Leather -
Pro: Common, easy to work items that can be found everywhere.
con: Often low sell value, lower chance of glows, and weaker glows.

Fur -
Pro: Common, often high value skins
Con: High value skins usualy are found on mobs that are much stronger for their experence. Also low chance of glows except on higher value (bear) skins.

Feather -
Pro: very lightweight, light-bulk items that are perfect for regen sets.
Con: somewhat uncommon, small skins make it hard to make large items like pants or clothes, generaly low value, and most mobs that give feather skins are low exp rate.

Bone -
Pro: The bones hold more "life essence" giving them a greater chance to hold a glow.
con: uncommon, low exp value mobs, low cash value skins, and harder to work then leather.

Demonhide -
Pro: high value, high durability (reasonable armor class), often large skins that sell at high value, and have a good chance to glow.
Con: exceedingly rare, and the mobs that have them often have high exp, high damage for the exp, or both.

2. I am a fan of useful masteries, and it would be good to see them implemented into leatherworking. My idea would be to have the masteries raise based on skin type, much like hunting masteries raise based on terrain. The masteries i feel should raise faster when doing more complex items that require quite a bit of concentration (clothes, shoes) or use lots of skin to create (vests, pants) and go up slowly with the mass produced items like rings and earrings.
The masteries would effect primarily the value of the object, rather then the quality (various stitches and designs that increase value without noticably increacing armor class) since leatherworking is primarily used as a cash skill anyhow. (and since it is a bad cash/min right now, making items more valueable is a worthwhile thing). They would also increase the POWER of the glow. In other words, masteries would not make an item more likely to glow, but it would make the item more likely to have a good glow, such as 2con, then a bad glow, such as -2chr. Also very high masteries would make the item more likely to have multiple glows, such as 2con+light, or 2dex+protection from acid. If this would be implemented, then other skills, such as leathercrafting adeptness, could be tweaked to provide even more glows then they do now. The glows provided by the skill would just create 1pspr and chr stuff that can be sold for cash, but would not flood the market with tons of good items. A combination of high skill and high mastery would provide multiple glows that are of mediocre quality for selling to shops, with a few very useful glows that could be sold on sales to other players.

3. It would be nice to be able to increase the protective ability of items with leatherworking. As things stand, even newbie rangers dont use a lot of leather items, and quickly try to change to other materials, making leatherworked hitslot items very low value (who needs a 2str leather vest if you can get 3str leather armour cheaply). So first, reintroducing reinforcements (studding and such) and secondly, allowing very high skilled/masteried players to make higher armorclass items (either +protection glows, or a crit that says something like "This well made armor is more protective then usual") that would be at least of some use to player upwards of level 40 (say as strong as wyvernscale, or in the case of demonhide, as strong as chit silk).
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allanon
Posts: 162
Joined: Sun Jul 17, 2005 02:52 am
Location: 94018

Post by allanon »

I would definitely like to see a use again for feather, bone, chitin, demonhide, and other material skins. There is nothing more annoying than accidentally combining one of those with your huge leather skin and ending up ruining it. Also, ability to use worthless humanoid skins should be brought back, at cost of making those items value go down to worthless too...even if glowing. If you're making a bag or wallet for example, why waste a valuable skin on it? You won't be selling such a thing for profit.

In addition there ought to be no restrictions on what player can and cannot make based arbitrarily on skill%. You know, the "As hard as you try, you just don't have enough skill to make this item." Instead, just take such item and have the chance of success be very low below certain %. Player should be able to get lucky and make an item. After all, if you can use bowery with no knowledge at all and make workable bow, is that lot harder than stitching a simple bag, sling, wallet, etc?
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dwo
Posts: 48
Joined: Thu Dec 06, 2007 18:09 pm
Location: Kemi finland

Post by dwo »

There is a thing that says, You are not skilled enough to do this or something like that. Atleast for dagger bandolier and tent
I rule u suck! thats how its ment to be.
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