Post:Kertig Warring Axe - 12/13/2011 - 19:58

From Elanthipedia
Revision as of 21:46, 11 May 2014 by CARAAMON (talk | contribs) (1 revision)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Re: Kertig Warring Axe · on 12/13/2011 07:58 PM CST 3091
>>are limited to two stats of the starting material.

Well, to be fair we do have hardness, density, flexibility and the value modifier. Granted, weapon durability isn't quite as important right now due to the lack of special damage to items in the combat system... and who cares about weapon value anyways :P But to be honest I struggled early on with making another stat and having it affect balance/suitedness.

The problem was figuring out a way to make this realistic. A weapon's balance/suitedness has little to do with the material it is made of and everything to do with how the weapon's weight is distributed. A metal that somehow bent physics and allowed for faster or more powerful attacks seemed to fit more into the domain of enchanting and alchemy.

I did end up splitting out physical resistance and hardness to add some additional complexity to the system, as well as elemental resistances. In the end I do believe armorcrafting ended up with more depth from a purely metallurgical standpoint.

Have many of you played with blacksmithing? Is the way in which tool crafting works interesting at all? For example, some tools are made better with more hardness, others with a higher flexibility - but not too high, etc. It helps avoid the "one size fits all" dilemma, and I could see it perhaps being modified to work with weaponcrafting. Just a thought.

Anyhow, if you have ideas for improving the system please share them either on the forums or via email. So far I have seen several vague complaints, but no solid examples of how to add more depth and fun to things. Thanks!

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