Then if a fief owner wants 100000 straw hats he can set straw hats as a produce-able item in his fief, set the buyback price to be higher than other goods that can be made in his fief and advertise that there are many many "straw-smith" jobs in his fief.
Slamz made some really sensible suggestions. Both of those are actually very good, I hope you listen to him.
Unlink smithing from crpg entirely.
Smithing is a strategus-only skill so tying it to crpg is really unnecessary.
Instead, start everyone at a base chance to produce every item, like 5%. Then, every time they successfully create an item, their skill in producing that item has a chance of going up. So, in the beginning for example your skill at making Leather Gloves will be poor, but the more Leather Gloves you produce, the more efficient you will become at it, getting a production discount and being able to make more each batch. So people can choose to specialize and have a few items they can produce cheaply and in bulk, or have a wider selection of items they're not as good at producing.
Perhaps allow people to choose a "specialization" like shields, or bows, that they get bonus smithing skill in. So one clan member can be the go-to for making bows, while another may specialize in armor, ect.
This. If a clan chooses to specialize in certain gear this would make it a lot easier, it would add some interesting stuff to the game as you could predict what your enemy might use and try to counter it, but also lets clans have more consistent themes at cheaper costs. of course clans can still buy completely different stuff if they think their enemies are bringing gear to counter their usual stuff.I disagree. I would like a "bring x amount of that resource" to make something. Yeah, having too many of them (as you pointed out) would just be really annoying, but some more simplified version would be nice. Basically, throwing stones, sticks etc, would just be free to craft (basicaly "gather"), low tier equipment like simple sword, bow, scythe would require 1 resource, next group would require 2 different, next would require 3 different and the top tier would require 4.
as for those who have ideas of "you need 5 pieces of string 3 chewed gum 6 eye of newt and 2 miracles to craft 1 leather glove... NO! dont make us gather resources to craft shit... that always the worst part of mmos' and considering how slow things move in strat... it would be unbearably brutal to have to spend 40 hours traveling around collecting shit in order to make 1 shitty item.
the problem with resource gathering is it already takes hours to go anywhere or do anything. if i can buy an item for gold, or spend 4 hours going to a tree on the map then 5 hours to get lumber, then 3 hours to go to a mountain, then 2 hours to gather iron, then 4 hours to go a river, then 6 hours to get fish guts, then 3 hours to get back to a village, then 1 hour to craft 1 item using all the resources i gathered... ill pay the gold.It's massively multiplayer and you're talking about it like it's single player.
the problem with resource gathering is it already takes hours to go anywhere or do anything. if i can buy an item for gold, or spend 4 hours going to a tree on the map then 5 hours to get lumber, then 3 hours to go to a mountain, then 2 hours to gather iron, then 4 hours to go a river, then 6 hours to get fish guts, then 3 hours to get back to a village, then 1 hour to craft 1 item using all the resources i gathered... ill pay the gold.Valid point. As the other guy said, you are not supposed to do it yourself, although I say you SHOULD be able to do a lot yourself! This is why I mentioned the different tiers. You do all yourself and get low equipment, or you can get lots of people all getting resources, get them to a town where they hand it over to designated refiners who, when finished, gives it to designated craftmen.
Remove "time played" as a factor altogether and instead of having smith skill being player based, have it faction based.
A similar idea might be to make it "forge based".I think they're wanting to keep the heirloom part in tact as well, so if you have lordly gloves in crpg, you'd still be able to craft those at lordly quality.
Go to a village. Buy a forge (300 gold, flat fee).
Tell the forge what to start making. You tell it to start making Heavy Round Shields. Initially, it's 5% off the price.
Every hour:
5 shields are produced
price reduction is improved by 1%
After 10 hours you'll be a 15% price reduction (and you'll have 50 shields).
If you order this forge to produce anything else, that item will start improving and your shield bonus will start to decay at the same rate. So you switch from shields to swords. After 5 hours your sword bonus is up to 10% price reduction but your shield bonus is down to 10%.
Basically it's "forge specialization". The more you have a forge make one item, the better at it it becomes. If you switch items, you start over.
You can have 1 forge per village. So if you want to fully equip your army all by yourself, you'll need at least 5 forges, meaning 1 forge in each of 5 villages. (Ideally, you do not need to stay to run the forge. You tell it you want 10 runs of Nordic Short Sword and then you can leave. Come back 10 hours later and it will be done, and there's your 50 swords.)
More likely, though, you'd be with your clan. 20 people based in 1 village with 1 forge each can outfit their armies fairly rapidly.
I like gaining skills for the items you love. If I ride my courser day in day out for a year now, I goddam well wanna be a pro breeder.I didn't think I had it once. I was wrong. I've had it once. When I was pure pole cav. Which is 2 or 3 generations ago....
however I want to be able to get the skill at any level. Never had it yet cause i wasnt under 32 fdor ages
So, we are currently thinking about changing the smithing skill, especially how one gets it. What I like about the smithing skill: It gives clans the ability to produce their preferred items cheaper, as well as their heirlooms.
Anyway, I'm not going into detail what our ideas are or how it works currently, but instead:
What is, in your opinion, a gameplay enhancing way to distribute smithing skills?
At the very least do not penalize people for being higher than level 30
What is the point of retiring then?
Why do so many people suggest that everyone should get "smithing points" or whatever equivalent idea they propose.Good point. Although I still think it shouldn't be sacrificing your cRPG/strat battle ability, it should sacrifice something else.
In medieval times smiths were valuable because of their rare skill. Not everyone knew how to make a sword, if you want to be a smith you should have to make sacrifices. Not everyone should be a smith and if you want to do this work then you should have a character with the required skills.
I do not think it is good to have everyone smithing weapons on the side. It devalues the skill if everyone can do it. Why bother having a smithing skill if it is easily accessible to all, surely it should be something to give some advantage if you work for it. If we have some system whereby everyone can craft just got get slightly lower costs or slightly higher stats why bother? Just make the shop cheaper and possible to buy heirlooms and you have the same effect.
Being a smith should be a valued profession, not something everyone dabbles in. Factions should be fighting hard to recruit the most skilled smiths, not telling all their members to remember to set up their personal mini forge properly before they log off or some shit.
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this would fuck poor people and help out rich clans. dont like : /Are you referring to my idea specifically? Some other idea? Or smithing in general?
What is the point of retiring then?
the unique thing about it would be the item itself that you can produce. the system atm doesnt make you a smith, just gives u the ability to make 1 kind of any item. i think that is highly specialized enough. you wont have more than 1 or two guys beeing able to make the higher tear items in any clan.
Yea except in the whole time I have played I never got that message so even if I wanted to be a smith it would be impossible for me.I'd say that's more because the chance of getting the skill is too random.
There is a valid in game crpg reward for a smithing skill anyway as I suggested on page 1, lower repair costs.
To get the message, did you have to actually HAVE a heirloomed item equipped? I gave away all of my looms to a clanmate and kept playing without them. I never got the message after that.Nope, I've gotten it while wearing nothing but basic gear.
How about training time spent in strategus to gain the skill points? After all, a Strat based Skill should be used in Strat, and Gained in Strat. Keep all of the Strat Stuff in Strat.
the only problem i have with this is how do u determine whether u can craft thick/masterwork items etc?Are you actually asking how? You just get the message while you have a loomed item equipped and you get smithing skills in it
I supposed you could start by only being able to craft normal items and then as your skill increases with that item you can craft higher quality but then wouldnt we end up with most troops in Lordly gear with MW items in strat?
Im probably shooting myself in the foot but maybe it should be impossible to choose to craft Lordly/MW items etc and there should be a random chance that the item you make is of better quality than normal.
Are you actually asking how? You just get the message while you have a loomed item equipped and you get smithing skills in itAre you actually ignoring the quote in his comment? Since I can do that too and gonna ask who the fuck you are talking too?