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DF-Pegasus
03-19-2009, 05:22 AM
Basically its simple, the weapons that get crafted and the weapons we get from drops from monsters should have the ability to be taken to a smelter and broken down into Molten Iron.

5 Molten Iron refines into 1 Iron Ignot.

Each rank gives the rank amount of molten iron back to the user upon successful smelting.

For example [Monster Drops]:

Rank 0 = 1 Molten Iron
Rank 10 = 1 Molten Iron
Rank 20 = 2 Molten Iron
Rank 30 = 3 Molten Iron
Rank 40 = 4 Molten Iron
Rank 50 = 5 Molten Iron

Success rate starts at 70% and increases depending on your smelting skill.


For example [Crafted Weapons]:

Rank 0 = 2 Molten Iron
Rank 10 = 2 Molten Iron
Rank 20 = 4 Molten Iron
Rank 30 = 6 Molten Iron
Rank 40 = 8 Molten Iron
Rank 50 = 10 Molten Iron

Amounts dont have to be as i state they can be less or more but i think these amounts would give a fair balance.

This just gives the weapon drops from mobs some use other than shop fodder or just left behind. This will put an end to Semi-Looted Graves which clutter the mob spawn area's with items that are worthless which would reduce the lag caused by multiple gravestones.

It will also encourage people to stop macroing nodes and explore for harder mobs that drop higher rank weapons to smelt or keep. As ore nodes are very rare and now being global it will help the economy and allow people to spend more time leveling skills and crafting than just mining afk and then crafting, mining afk and crafting.

Most people who heard me say this in game earlier today all seemed to agree with the idea.


If anyone has any suggestions/improves list them and give a valid reason. Same goes for complaints, give your reasons. Dont just say no it sucks.

retrospect
03-19-2009, 05:23 AM
They considered salvaging gear. They dropped it because it drove the price of gathered mats into the ground i think.

Cuelda
03-19-2009, 05:32 AM
I don't care about the details of the implementation, this is a great idea and I support it.

DF-Pegasus
03-19-2009, 05:39 AM
They considered salvaging gear. They dropped it because it drove the price of gathered mats into the ground i think.

This isnt exactly giving you alot for your items though, your talking the equivalant of 5 iron ore for 10 basic weapons. Its not alot really probably just alittle less than mining a node.

I'd rather see people willing to craft cos they can get items other than spending hours upon hours sitting at a rock clicking left mouse than no one at all crafting.

Not everyone can spend 2hours + getting 100 iron ore, to craft 1 set of banded mail.

This method gives people something back for the hunting skills, and allows people to go out more as a group instead of leaving someone behind cos they need to gather materials.

mechsword
03-19-2009, 05:51 AM
/sign

colutr
03-19-2009, 05:58 AM
What is to stop someone from smelting their weapon right before it breaks to avoid broken weapons, then using the mats to make a new weapon. If enough people go through enough equipment, then there would eventually be alot of extra materials, driving the value of harvested items down.

It would be a good idea if the type of weapon/armor gave different amounts and the amount of durability effected that amount. That way someone with an almost broken weapon doesn't get nearly as much materials from breaking down a perfect one. That way if you loot some item thats on its last leg, you can atleast get something useful to craft with.

Cuelda
03-19-2009, 06:36 AM
What is to stop someone from smelting their weapon right before it breaks to avoid broken weapons, then using the mats to make a new weapon. If enough people go through enough equipment, then there would eventually be alot of extra materials, driving the value of harvested items down.

It would be a good idea if the type of weapon/armor gave different amounts and the amount of durability effected that amount. That way someone with an almost broken weapon doesn't get nearly as much materials from breaking down a perfect one. That way if you loot some item thats on its last leg, you can atleast get something useful to craft with.

Pointless.
If someone bothers to smelt his weapon just before it breaks, just to get 1/100 of the required materials of his next weapon, I say let him have them.
The whole point of this is to recycle weapons/armor you found in great quantities and have no use for, like the millions of goblin axes or mercian longswords you have gathered. One weapon, shouldn't make a difference in the equation.

DF-Pegasus
03-19-2009, 10:10 AM
What is to stop someone from smelting their weapon right before it breaks to avoid broken weapons, then using the mats to make a new weapon. If enough people go through enough equipment, then there would eventually be alot of extra materials, driving the value of harvested items down.

It would be a good idea if the type of weapon/armor gave different amounts and the amount of durability effected that amount. That way someone with an almost broken weapon doesn't get nearly as much materials from breaking down a perfect one. That way if you loot some item thats on its last leg, you can atleast get something useful to craft with.

How about the lower the durability the less chance of success?

Or

Any Weapon under half max Durability cannot be smelted. Simple fix for your problem.

jrkleemann
03-19-2009, 10:31 AM
hmm, what is the problem with smelting broken weapons? broken or run down (metal) weapons are still made out of metal... Though they should give you less.

Or they give ore of lesser quality (which is the same. More ore of lesser quality would be needed to get an ingot)

i think smelting is a good idea.

Tiran Kenja
03-19-2009, 10:37 AM
[...]This will put an end to Semi-Looted Graves which clutter the mob spawn area's with items that are worthless which would reduce the lag caused by multiple gravestones.
Usually those seem to be unskinned graves, in my experience. Since even an empty grave will stick around a long time if nobody skins in.

DF-Pegasus
03-19-2009, 03:36 PM
Usually those seem to be unskinned graves, in my experience. Since even an empty grave will stick around a long time if nobody skins in.

Whilst that is true for the most part an empty unskinned grave doesnt stay as long as a grave with items in it.

This is getting off-topic now though.

intensity-fa
03-19-2009, 07:04 PM
/sign

dont care much about how you go about it, but recycling metals would make sense.

Gammabeam
03-19-2009, 07:22 PM
Ya probably that might bust gathering since gear drops in quilte large quantities.

So smelting down stuff would be an option if you could carry less as it is now.
Right now you could go and farm for a hour and then smelt like 100 ingots from that. Your bagpack weight limit is quite high.

So while that sound a good idea, UO had it, it might screw up alot, as it did in UO too. Initially UO had no recycling as well ...

So it's a finetuning issue if you have smelting or not.

Shinjo
03-19-2009, 07:26 PM
I like the idea, since everything isn't instanced any more, people could go hunting and get mats that way (items and shiz) would be a nice way just to add a little difference into the game.

DF-Pegasus
03-19-2009, 08:34 PM
You'd not get 100 ignots in 30mins.

5 weapons smelted has 70-80% chance of making 5 Molten Iron, which is then smelted into 1 Iron Ignots at 70-80% chance.

You'd need to loot 500 weapons and smelt at 100% in order to get 100 ignots. I dont think your going to get 500 weapons in 30mins, 2-3 hours maybe if no one else is around and the mobs are easy.

You can get 100 Ignots from Mining within 1-2 hours.

So i find it reasonable, if not then it can always be changed to 10 weapons = 10 molten iron = 1 ignot.

Keep in mind everytime you smelt a weapon there is a 20-30% chance of failure on each item, and you need 5 successful smelts to get the items for 1 Ignot.

Kronus459
03-19-2009, 09:09 PM
it would be a good idea, but you would have to take into account how much you could sell the items for normally. If your talking about 7-8 goblin axes to get 1 Ingot well, 7-8 goblin axes sell for 14-16 gold which could buy you 2 ingots.

So it would have to give enough molten iron or whatever to make it have a point. No point adding a redundant feature.

Cuelda
03-19-2009, 09:39 PM
it would be a good idea, but you would have to take into account how much you could sell the items for normally. If your talking about 7-8 goblin axes to get 1 Ingot well, 7-8 goblin axes sell for 14-16 gold which could buy you 2 ingots.

So it would have to give enough molten iron or whatever to make it have a point. No point adding a redundant feature.

Indeed, selling and buying shit from a vendor should always be the least profitable option.

Edit: You could make it so that selling to a vendor is more profitable if your smelting skill is not high enough.
Once your skill gets to a certain point the balance should change in favor of smelting.
Just an idea.

DF-Pegasus
03-19-2009, 11:33 PM
Well not really.. you can sell the weapons to npc's and get maybe 12-14 g and buy 2 ignots, but again that takes awhile to do and find someone willing.

With smelting the weapons you get the items there and then when you want, instead of having to wait for someone to sell you the ignots.

If your going to say selling the items could yield more ignots from the cash you make then surely you can buy the items your wanting to craft with the money your making from selling the weapons rather than crafting them.

Gammabeam
03-20-2009, 04:14 AM
With the lately changes in ressource spawns i doubt smelting will be a alternative to mining. Obviously crafter are forced into the landscape to serve as lucrative target for gank squads.

That is no mistake but intended i think. Since smelting would be a sit on your ass in a town and get rich skill, that simply wont happen. Just think about why most things are buyable at vendors, just not stone, ore and wood.....

I'm a Armor crafter, so my viewpoint is from there. But AV thinks about the game in general. Dodged today a 6 man Alfar hunting group wich exclusively came along the mining spots to check for miners.

Expect that to happen more frequent soon. It's fast scrap mining for them.
But YOU are the target.

SnowMiser
03-25-2009, 11:56 AM
bump for truth.

Elylith
03-25-2009, 12:01 PM
not bad

/sign

Chris Windblade
03-25-2009, 12:09 PM
how bout NO its the way it is for a reason that reason is for a good market value. and to drive all the part timers away so some one could actulay make some money that want to do it full time. if you make it easy to get iron weapons and armor both will be so cheep to make that every one on the server will make it, not that they all dont now. :/

Frisca
03-25-2009, 12:11 PM
Signed
Below 50% dura items should not be smelted.
The deconstruction skill has been discussed before. I don't understand why AV is so afraid of inflation in this game. A single serious siege removes massive amounts of gold and mats from the economy.
Once big ships and warhulks will start moving around, that will increase even further. What is the price of a 50 cannon ship of the line? How much is lost once it goes down (and they will).
Put in deconstruction, it's needed and it makes the game better.

valerion
03-25-2009, 12:52 PM
this is good, would make useless crap taken from people actually usefull.

kaffien
03-25-2009, 03:38 PM
this is good, would make useless crap taken from people actually usefull.

You could just stop taking the useless crap. Just leave him the pickaxe and harvesting tools take armour etc you can sell.

If you take a crafters tools its going to be longer before you can harvest him again!

Nims
03-28-2009, 02:28 PM
signed

great idea...

Violation
03-28-2009, 02:34 PM
They considered salvaging gear. They dropped it because it drove the price of gathered mats into the ground i think.

make the items crafted by salvaged gear the same quality as crafted items banded and lower... nothing that compares to scale+ and nothing that compares to crafted banded +... I like this idea ;)