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 Post subject: Idea with scouts
PostPosted: Tue Mar 18, 2014 6:51 am 
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Joined: Sun Aug 26, 2007 12:45 am
Posts: 203
Hi folks, I have been leisurely playing a scout for awhile and one thing occur to me. Scout seem to have a self-sufficient/survivor/native american
feel to their unique skills. Since they can fletch their own arrows, why can't they make a simple bow or spear. Granted that wooden weapons are next to useless end-game.


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 Post subject: Re: Idea with scouts
PostPosted: Tue Mar 18, 2014 7:14 am 
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Joined: Thu Sep 02, 2004 7:36 am
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I think that this might be part of a large system which would allow players to craft many different types of items. I believe that some sort of crafting system is currently being worked on, but don't quote me on that.


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 Post subject: Re: Idea with scouts
PostPosted: Tue Mar 18, 2014 7:26 am 
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True, I read some of that post. It seemed kinda split on its audience, and more complex than what I am suggesting. Just something that is done in a similar way that fletch is used. But if there is a larger picture being painted. I can't argue for just this.


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 Post subject: Re: Idea with scouts
PostPosted: Tue Mar 18, 2014 11:58 am 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
Weapon damage is not related to its quality at all any more but its subtype. Weapon quality tells you how quick it will break (where it then lowers damage based on how broken it is). If you watch while using archery it is your arrows that break when you use a bow not your bow. So a "crappy" wooden bow self made is as good for most situations as the finest mithril bow you can find (not counting enchantments) of the same sub type. So if scouts can only make one subtype of bow it will be mostly useless to them. If they can make all subtypes of bow its kind of OP.


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 Post subject: Re: Idea with scouts
PostPosted: Thu Mar 20, 2014 10:24 am 
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I understand the fact that the base stats of a bow are based on the type of bow and not the material it is made from. but there are only 5 different bow types, it is not that hard to acquire. But a bow made out of a good material with innate enchants is more difficult to find and limited in number, plus they would not easily break from a spell or chord.

The worthless in end-game was more pointed towards the wooden melee weapons.


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 Post subject: Re: Idea with scouts
PostPosted: Sun Apr 06, 2014 1:22 pm 
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Joined: Tue Mar 18, 2014 10:14 pm
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Cordance wrote:
Weapon damage is not related to its quality at all any more but its subtype. Weapon quality tells you how quick it will break (where it then lowers damage based on how broken it is). If you watch while using archery it is your arrows that break when you use a bow not your bow. So a "crappy" wooden bow self made is as good for most situations as the finest mithril bow you can find (not counting enchantments) of the same sub type. So if scouts can only make one subtype of bow it will be mostly useless to them. If they can make all subtypes of bow its kind of OP.


I don't see how this would be OP. Bow subtypes are not that difficult to come by, since as you pointed out the material is irrelevant. The ability to craft a bow would only add to the utility "self sufficiency" of the scout, not compromise game balance.


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 Post subject: Re: Idea with scouts
PostPosted: Sun Apr 06, 2014 3:23 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Scarcity is a balancing mechanic in SK right now.

While I think scarcity is a mechanic which eventually supports an elitist playstyle, it does have its advantages. The conflation of experience, effort, and time create a system where players are invariably valued differently by the system based on their abilities with a end-game reality of the strong being in a position of being able to defend themselves by not improving or enabling the weak (read: new.) These are mitigated with builder-based scope creep, which is its own kettle of nepotism fish, but all in all it seems to be working when coupled with the newer, anti-hoarding rules and the other human-based positive attributes which can always make up for any systematic loopholes.

So, in other words, while the situation is improving, expecting such isolated quantum leaps as a scout bowcrafting skill in isolation of any others is probably going to feel too much like the old "buff my class kthx" line of suggestions to rally a vast body of salty, veteran support.

In theory, we can expect a crafting tradeskill system within the next year. I for one can accept patience as a fair tradeoff for higher expectations of a quality, engaging feature.


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 Post subject: Re: Idea with scouts
PostPosted: Thu Apr 10, 2014 10:12 am 
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Joined: Sun Aug 26, 2007 12:45 am
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Quote:
In theory, we can expect a crafting tradeskill system within the next year. I for one can accept patience as a fair tradeoff for higher expectations of a quality, engaging feature.


Who knows, maybe the new craft system will be class tied and scouts will have bows. or everyone will be free to craft what they want. Either way, It going to probably happen sooner or later.


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