T
T_Amon_from_work
Guest
PoF and deeds have pretty much taken crafters out of the picture. I think a lot of you would agree. This is a quick, 30,000-foot view of something I've put out before.
Each item with durability gets the following:
1. POF-USED set at some number - EXAMPLE = 10.
2. DEED-USED set at some number - EXAMPLE = 10.
All items with durability have the same initial values for each of these flags - making handling simpler. POF-USED and DEED-USED are displayed attributes on the line AFTER durability numbers. Yeah, one more line to an already long list.
PoF usage:
Each application of PoF decreases PoF-used by one. So using a full PoF jug will set this counter to zero. Result: PoF can no longer be used on this item ... for now.
Repair deed usage:
Each use of a repair deed decreases Deed-used by one. In the example above you can use a deed 10 times and then the flag = zero. Result: Repair deeds can no longer be used on this item.
Zero/Zero counts:
Item will lose durability and max durability with eventual breakage when both hit zero.
Reset them:
Requires a player crafter of 90+ to make repairs. The possibility of breakage exists. A successful repair resets the values of the flags at the starting level with any possible durability loss that may occur even now. A failure to repair may break the item, but if not another attempt to repair may be executed.
Notes on things:
No, it's not complete. Yes, there are plenty of failure points. I personally would love for the successful repair of an item to reduce the max possible durability by 5 - period.
That would mean a third flag - PC-REPAIR. Increment from zero by 1 each time a player character repairs the item. Thus MaxDurability = 255 - (PC-REPAIR * 5).
Why? Because I believe that items used are meant to break. Items ingame perpetually should be museum items and not in the active field of battle.
Oh well ... have fun tearing it to shreds. But this game needs to do something to get *_community_* back together for more than Champ spawns and events. <shrug>
Each item with durability gets the following:
1. POF-USED set at some number - EXAMPLE = 10.
2. DEED-USED set at some number - EXAMPLE = 10.
All items with durability have the same initial values for each of these flags - making handling simpler. POF-USED and DEED-USED are displayed attributes on the line AFTER durability numbers. Yeah, one more line to an already long list.
PoF usage:
Each application of PoF decreases PoF-used by one. So using a full PoF jug will set this counter to zero. Result: PoF can no longer be used on this item ... for now.
Repair deed usage:
Each use of a repair deed decreases Deed-used by one. In the example above you can use a deed 10 times and then the flag = zero. Result: Repair deeds can no longer be used on this item.
Zero/Zero counts:
Item will lose durability and max durability with eventual breakage when both hit zero.
Reset them:
Requires a player crafter of 90+ to make repairs. The possibility of breakage exists. A successful repair resets the values of the flags at the starting level with any possible durability loss that may occur even now. A failure to repair may break the item, but if not another attempt to repair may be executed.
Notes on things:
No, it's not complete. Yes, there are plenty of failure points. I personally would love for the successful repair of an item to reduce the max possible durability by 5 - period.
That would mean a third flag - PC-REPAIR. Increment from zero by 1 each time a player character repairs the item. Thus MaxDurability = 255 - (PC-REPAIR * 5).
Why? Because I believe that items used are meant to break. Items ingame perpetually should be museum items and not in the active field of battle.
Oh well ... have fun tearing it to shreds. But this game needs to do something to get *_community_* back together for more than Champ spawns and events. <shrug>