Post:Skins, Hides, Pelts and you... - 02/08/2012 - 20:51

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Skins, Hides, Pelts and you... · on 02/08/2012 08:51 PM CST 2141
Howdy folks. As I continue rewriting skinning, it is becoming painfully obvious that to include conversion mechanics for old skins will delay the project by at least a month given my current work load. Note that bundling/selling old hides will still work, but cleaning them will not.

So, I am recommending that over the next few weeks you use up any cleaned/tanned leather products you have in preparation of the change.

We've also decided to allow armor creation from all types of leather now, not just hides and skins. This was necessary to give the widest possible set of options for you to pick from.

Another change to be prepared for, is the dropping of quality from the armor's name. The crafting system will still allow you to determine an item's quality via analyzing it. I've also tweaked some of the leather names to use less hyphens. Like all crafted items you'll be able to hide the material type if you want by rubbing/cleaning it with a cleaning cloth.

Skinning will be utilizing an updated ARRANGE verb. By default, just SKINing something will go for a part at random, with reduced quality should you get it. However, you can ARRANGE <target> FOR <skin/organ/part>, and then skin it to try for the part specified. This attempt will have a skill penalty applied to it much like it currently does, but you'll go for the specific part you want and with an increased quality should you succeed. Very few critters will utilize all the types initially, and the verb will warn if you the part specified is not available.

Once skinned, you'll still be required to clean them by scraping in preparation for tanning, and that will continue to teach skinning skill. From there you can either tan them using a short crafting process that does not improve the skin's quality, or a lengthy process (similar to what we have now) that can increase the quality.

Skin values and difficulty to skin will not be changing. They'll still be tied to critter circle more or less. Once tanned the leather value will adjust depending on how good that material is for tanning.

Rare tanned materials will be added later. Existing tanned stuff like gargoyle, storm-bull and fire-cat formed the basis for balancing the new system, and all come in approximately where they do now. Any rare stuff we add will only get better. My thinking is we'll add rare "boss" spawns to hunting grounds for people to enjoy...

Some other changes will be the removal of threading bodkins. They'll still be a tool, and used for poking holes in leather, but the sewing needles will be used with thick thread for creating leather pieces. You will be able to give your tools to any crafting trainer and have them convert.

That is all I can think of for now! Please post in the Outfitting folder if you have any questions, concerns or suggestions.

This message was originally posted in Lore \ General Discussions - Lore, by DR-KODIUS on the play.net forums.