J
Jhym
Guest
Since you're discussing the Imbueing skill, maybe a few initial suggestions?
Do NOT make it direct linked to any of the other crafter skills (ie arms-lore, tinkering, smithing.) Instead, if anything, link it to other magery skills. Thus, if you have high magery/eval int/resist/necro/weaving/etc, you get potential bonuses in use of the skill. (perhaps chance to imbue, or cost, or power of the results.)
If you link it to other craft skills you get the standard "whaaa, my craft template can't fit it" arguments. This way, you're going down a separate track and charting totally new territory.
If you wanted it even more interesting, have various enhancements be linked to ANY skill. For instance, fighters might have better chances to add weapons (di, hci, dci), shieldsmen and resisters might have better chances to add resists, magery skills for magery items and overall additions, barding for bardic skills, etc etc.
This makes it a more rounded skill that could be added to any template to build particular items, rather than you add it to your mage or you add it to your crafter.
Also, it should be attributable to ANY item. If I want to add odd abilities to my earrings, why can't I? If I want my bookshelves to have inscription +10, (even though it doesn't do anything), why not? Make it a general Imbuing ability of any item, not tied to specific types of crafts or even item types.
The Imbue materials should be expensive, but not out of range of normal folks. So I should be able to dungeon hop many of the current dungeons and facets and have little trouble picking up many of the items I need. There should be VERY FEW "peerless" level things, and only for specific very powerful abilities that you (the devs) want violently rare.
I will have to think about it some more, but off the cuff that's what I'm thinking about it right now...
Plus even though there's this push to be transparent on numbers and info, I actually have never minded a bit of mystery, where we have to think and put together what's going on (after all, that's why stratics is here actually.)
So don't just put out all combos and numbers in beta -- let us have to work out the specifics ourselves. You can always add in the "tables" later if we can't figure out anything.
Do NOT make it direct linked to any of the other crafter skills (ie arms-lore, tinkering, smithing.) Instead, if anything, link it to other magery skills. Thus, if you have high magery/eval int/resist/necro/weaving/etc, you get potential bonuses in use of the skill. (perhaps chance to imbue, or cost, or power of the results.)
If you link it to other craft skills you get the standard "whaaa, my craft template can't fit it" arguments. This way, you're going down a separate track and charting totally new territory.
If you wanted it even more interesting, have various enhancements be linked to ANY skill. For instance, fighters might have better chances to add weapons (di, hci, dci), shieldsmen and resisters might have better chances to add resists, magery skills for magery items and overall additions, barding for bardic skills, etc etc.
This makes it a more rounded skill that could be added to any template to build particular items, rather than you add it to your mage or you add it to your crafter.
Also, it should be attributable to ANY item. If I want to add odd abilities to my earrings, why can't I? If I want my bookshelves to have inscription +10, (even though it doesn't do anything), why not? Make it a general Imbuing ability of any item, not tied to specific types of crafts or even item types.
The Imbue materials should be expensive, but not out of range of normal folks. So I should be able to dungeon hop many of the current dungeons and facets and have little trouble picking up many of the items I need. There should be VERY FEW "peerless" level things, and only for specific very powerful abilities that you (the devs) want violently rare.
I will have to think about it some more, but off the cuff that's what I'm thinking about it right now...
Plus even though there's this push to be transparent on numbers and info, I actually have never minded a bit of mystery, where we have to think and put together what's going on (after all, that's why stratics is here actually.)
So don't just put out all combos and numbers in beta -- let us have to work out the specifics ourselves. You can always add in the "tables" later if we can't figure out anything.