Weapon crafters

Started by Jakahri, March 10, 2006, 03:44:36 PM

Over the past year or two I've noticed that the sub guilds for crafters are being more fleshed out. This is a great thing.

However, I wish to ask that weapon crafters be given the ability to craft poles to aid in the construction of spears. I find it incredibly difficult at this juncture to even build a spear, due to the fact that pc's are required in order for poles to be made.

If the staff feels weapon crafters shouldn't be given the extra skill to produce poles from branches, then perhaps we could start having poles loaded weekly in huts where raw goods are sold and bought?

Thanks.
Quote from: LauraMarsThis is an unrealistic game.

(which is part of its appeal)

No doubt. *flex*

Crafting subguilds do seem to be capped a pinch too low. They shouldn't be masters, I know this, but they shouldn't be one step up from "Ug the Barbarian king" who hates crafting.

Perhaps there could be something like this.

Joebob the Bynn Armorer maxes out his subguild. Then goes to a merchant (someone better at crafting than him) to learn what he can't comprehend. Now, the merchant "teach"es this bynner some things, but codely raises the max for that skill by five or so, up to a maximum of a 25 additional "levels."
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

Quote from: "Jakahri"If the staff feels weapon crafters shouldn't be given the extra skill to produce poles from branches, then perhaps we could start having poles loaded weekly in huts where raw goods are sold and bought?

You could find a PC that could supply you with poles.

>drop pants
You do not have that item.

Quote from: "Yokunama"You could find a PC that could supply you with poles.

You're absolutely right.

I'm here to tell you that it's damn near impossible to find steady workers. Believe me, I know.
Quote from: LauraMarsThis is an unrealistic game.

(which is part of its appeal)

No doubt. *flex*

I've played a weapon crafter...and I have to agree that making spears is annoying.  It is NOT easy to find someone that can make poles.  Noone publicizes that they can do such, and from my experience with those that can craft wood, they rarely make them unless they plan to use them.

For someone that makes spears for a living, one would expect that they don't need a half-finished product to make the final product.  I think that allowing poles to be crafted by one that can make spears would be a wonderful addition.
Quote from: MalifaxisWe need to listen to spawnloser.
Quote from: Reiterationspawnloser knows all

Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

I agree. How can one have the skill spearcrafting and not be able to make all the components to make a simple spear? It doesn't really make sense and it is annoying.
Quote from: Fnord on November 27, 2010, 01:55:19 PM
May the fap be with you, always. ;D

The pole thing affects more than one subguild.  Try to be a tool maker without the ability to make handles for axes, hammers, etc.  Meh.  It isn't that hard to work around it, it isn't like spearmaking is the only craft weaponscrafters get.  There are things you can make without poles, even spearheads and axe blades are saleable without handles.

As a possible fix, give EVERYONE who starts in Tuluk Lumberjacking with a low cap.  That way anyone from the place with all the wood has the ability to craft poles, though not as well or relibably as a true Woodworker or Merchant.


Angela Christine
Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

I am not in favor of giving everyone that skill just because they were born there.
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

I'm still trying to figure out a way to ICly explain an Allanaki merchant, having never stepped foot outside Allanak, having the lumberjack skill.  Heh.

Wood working?  maybe... lumberjacking?  Naaah...

Editted to correct something I'd said...AC is right, lumberjacks make poles.
Quote from: MalifaxisWe need to listen to spawnloser.
Quote from: Reiterationspawnloser knows all

Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

Quote from: "Maybe42or54"I am not in favor of giving everyone that skill just because they were born there.

It isn't as bad as it sounds.  They would be able to make poles, planks and blocks, but not very well.  These are not huge profit items, especially when you consider the time spent collecting the logs in the first place.  The sheer weight of competition would keep most people that have no reason to be doing that kind of work from doing it.  You'd mostly get people that are already bringing in logs, plus a few alternate crafters that need poles and things to complete their other items.  This really isn't intricate, highly skilled work.  It is only slightly more skilled than breaking big rocks into little rocks, something anyone can do now.  I wouldn't be offended if every PC got this skill, but it would only be useful to people that have some access to logs.

As a plus, people can't or don't want to tempt halflings by going out to get their own logs/poles might have a couple more PCs to buy from.


I wouldn't want to give away woodworking, but lumberjacking just isn't a hugely diverse skill anyway.  Or it wasn't last time I used it.



Angela Christine
Treat the other man's faith gently; it is all he has to believe with."     Henry S. Haskins

Perhaps they should just give woodworking to weapon/armor crafters and other crafters that actually work the wood into the item there creating.  thought the limitations do make things fun.  But all in all, if you can make a spear, you should be able to work a pole..  Hmm perhaps a branching would be an idea.

This applies to pretty much any kind of subclass crafter.

When I pick a crafter subguild and not a merchant main guild is because I don't want to be a merchant and concentrate on all of those skills I hate using over and over. Instead, I pick a few skills I do want to concentrate on and focus on those (such as weapons_maker). I don't want woodworking, tent making, wagon making, rope making, and all the other skills, I want to be good at just a few and that is it, that is when the mud tells me, "Since you don't want to master all of the crafting skills, you can't master any of them. Since you need knowledge of creating a chest to even be able to comprehend the thought of some of the finer daggers."

Sure, the imms may not want the merchant class to become obsolete. Sorry to break it to some of you, but Merchants, they "have great talent in many forms of crafting, from simple cups to intricate forms of weaponry." Letting people pick which skills they want to concentrate on won't make merchants obsolete, it will give more control to the players to create the Pc that they want that is still within the rules of Armageddon. We tell people "that our guilds aren't actually jobs," but to be anything that isn't purely a social role, you need to back those skills up that you say you have. It may not be bad, but it reminds me that this started out a hack and slash mud.

If it involved fighting, you can pick 4 or so guilds and still say you have other guilds abilities and back them up. I've seen warriors, rangers, burglars, and assassins calls themselves assassins and become quite successful, but merchants don't have the versatility that they do. We need a couple more merchant main guilds in my opinion.

Armament Merchant would have skills related to armament like tanning, leather working, axe/sword/knife/spear/bow making, fletching, woodworking, lumberjacking, haggle, value, cavilish, dyeing, stone crafting, and so on.

Goods merchant would have their own set of related skills such as tanning, tailor, leather working, tent making, woodworking, lumberjacking, value, haggle, cavilish, toolmaking, feather working, jewelry making, and so on.
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

I also think there should be a guild that is part fighter, part merchant.
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

Quote from: "Maybe42or54"I also think there should be a guild that is part fighter, part merchant.

Pickpocket.
Quote from: LauraMarsThis is an unrealistic game.

(which is part of its appeal)

No doubt. *flex*

Huh?
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

Quote from: "Maybe42or54"Huh?

Pickpockets are a combination of both fighting and hawking items. Think about it.
Quote from: LauraMarsThis is an unrealistic game.

(which is part of its appeal)

No doubt. *flex*

Pick pockets have very few crafting type skills.
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

Quote from: "Maybe42or54"Pick pockets have very few crafting type skills.

I agree.

Quote from: "Maybe42or54"I also think there should be a guild that is part fighter, part merchant.

However, you said nothing about crafting. Being a merchant is more than being a good crafter. It entrails gaining items and raw goods, assessing them, and hawking them also. A skilled pickpocket is knowledgeable in this aspects.
Quote from: LauraMarsThis is an unrealistic game.

(which is part of its appeal)

No doubt. *flex*

That whole post was about crafting, not about what happens before or after. Wrong word usage then. I meant CRAFTER.
Quote from: Shoka Windrunner on April 16, 2008, 10:34:00 AM
Arm is evil.  And I love it.  It's like the softest, cuddliest, happy smelling teddy bear in the world, except it is stuffed with meth needles that inject you everytime

For a non merchant will the starting skills you get from weapons crafting subguild ever branch?
he two-page description man has arrived from the west.

I think that if they just allow you to use bone poles where wood isn't readily available it'd cut down on a great deal of the troubles you see here. Of course, you'd need bone that's long enough to do that. There're several creatures in-game that carry such a thing.. I don't think it'd be that difficult to code in, either, and I can definitely stand corrected if I'm wrong.
"The most important thing is to find out what is the most important thing." -- Shunryu Suzuki

Quote from: "JRB"For a non merchant will the starting skills you get from weapons crafting subguild ever branch?

The skills you get from a subguild are the only ones you get. If something in there branches, it means your main guild has that skill and it branches.

As a caveat, all of the recent improvements in the game are awesome.  That being said we all have our soapbox issues.

I am not playing a weapon crafter now, but I agree -- it is really annoying to have the skill spearcrafting, and not to be able to make a spear from raw materials.