[Tradeskills] More ideas

Brian Selvaggio don_straussy at yahoo.com
Thu Jun 8 06:39:28 CDT 2006


I think those are great ideas! Having a salvaging skill for crafting would definitely, in my opinion, not only help clear out the boxes at the inns but also make use of some of the lower grade items that would get left on the corpse. 

Harvesting skills would be fun too. If players have a recipe (from whichever method) they still need to get the components. This would be a good way to get players moving around the mud. 

But on the flipside would players be able to take a crappy sword and instead of salvaging it for scrap metal, improve it with a recipe at the forge? Do these tradeskills create new items or improve existing ones? Or both?

Straussy

Christophe Herrbach <Christophe.Herrbach at microsoft.com> wrote:                        Throwing ideas to the mailing list at this point:
   
  Trade skills -- What is the goal of them? What players should expect from trade skills?
   
  Money making? Crafting cool unique items?
   
   
  Also  -- some games differentiate craft skill from harvesting skills.
  Craft skill example would be armorcrafting, Harversting skill example would be mining.
   
  Players that specialize in harvesting make good money out of trading their gathered basic materials.
  Players that spec in crafting obtain cool items that they can sell/trade – the best of them, rarest crafts, being Bonded.
   
  Other games like AC1 (I loved it much) introduced salvage skills where you can destroy an item and obtain raw basic material from it.
  For example you could salvage a short iron sword and obtain salvaged iron from it, then with forge skill, turn that into iron ingots.
   
  Then, a crafter could use a certain quantity of ingots (based on a recipe) to craft another item.
   
  I think salvage is cool but it may cause lots and found boxes ingame to be emptied (maybe making the game a bit more tough for newbies).
   
  An idea on salvage would be to obtain different quality of salvaged goods. For example if you salvage an item made of wood, you could obtain wooden, precious wood and rare wood.
  Depending on your skill level, you can salvage an item into different quantities of basic materials.
   
  For example, character A will a score of 30/100 in salvage will obtain 2 piles of wood by salvaging a wooden bucker.
  Character B with 70/100 in salvage would obtain 5 piles of wood and 1 pile of precious wood from the same item.
  (Amount of basic material could be determined by the rent or AC points of the salvaged item)
   
   
  For basic material collecting, alternative to salvage is harvesting. That means players will have to find creatures to skin, mines to mine, herbs to collect.
  We have already similar things as crafting with brew skills for example. Players collect basic materials (herbs) and craft them in potions (Brew/Flavor). 
  But they don’t get better at it the more they brew and all recipes are accessible to them if they got access to the skill. (Btw, I think our trade skills should not be stat dependant)
   
  The cool thing with harvesting is that it makes player visit the mud and find spots where they can harvest. In case of harvesting mobs for their skins and pelts, it could also pause the problem where newbie areas are emptied of mobs by high level folks who want to harvest materials (why I think the salvage idea is better balanced)
   
  
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