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Community Discussion: Tradeskills - CD I
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Ruisleipa
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PostPosted: Tue Dec 07, 2004 2:27 pm    Post subject: Reply with quote

Hmm barter skill.. I'd like that, as long as it stays at 20% discount max. Razz

You could gain a little exp per each sale towards the skill.
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Miklotov
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PostPosted: Tue Dec 07, 2004 7:46 pm    Post subject: Reply with quote

A good idea would be if you have xp bars for each skill

craftingskill should be seperated into diffrent ones:
1st forge ore ----> getting pure metal
2nd smithing ----> smith the metal into a weapon
3rd crafting ----> combining the weapon with stuff like leather/wood
4th sharpen ----> giving the weapon a finish

If you have a low forge skill you can't get good pure metal what will have results on your crafted weapon you could also buy pure metals in shops but for a high prize.

if you have a low smithing skill you maybe not able to craft all kind of blades (maybe only able to make a shortsword instead of something more difficult)

if you have low sharpenskill your weapon wount have the the best max dmg you maybe also allowed to have the job done by an npc but for alot of money and maybe the npc needs more time to sharpen the blades of your weapon
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Last edited by Miklotov on Wed Jan 05, 2005 3:13 pm; edited 1 time in total
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Thanquol
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PostPosted: Thu Dec 09, 2004 5:17 pm    Post subject: Reply with quote

We don't want to take it too far, no people owning smithys or anything. Just keep it simple - you can improve yer crafting skills by using a certain selection of materials to forge certain items.

We don't want lazy people making amazing magical items that are usually obtained from kills, so you shouldn't be able to craft anything really rare or extremely powerful. The selection of resources should be limited - you don't want people to be able to craft every single item in the game.

And i love your ideas Mik Smile
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Enquillion
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PostPosted: Thu Dec 09, 2004 5:44 pm    Post subject: Reply with quote

Well who says getting those ingredients is easy? Quite much more lazy to just kill one monster for the stuff.

I think Mik's idea has too many steps... at least sharpen isn't really necessary.
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Ruisleipa
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PostPosted: Fri Dec 10, 2004 1:43 am    Post subject: Reply with quote

Great idea Mik, altho I do agree with Enq.. and if you think about it, the monsters drop crappy/broken weapons which are smelter into metal which smiths can make into good ones. Makes sense and a business for some. Smile
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Miklotov
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PostPosted: Sat Dec 11, 2004 6:14 pm    Post subject: Reply with quote

The more steps the harder it will be to make a fine, perfect weapon. Each step of crafting makes the one more individul.

To prevent ppl start massivly working on this skills your char has an extra bar like stammina (called crafting power/concentraion/...)
which regains very slowly or you are in need of a special ceremony to be able to craft again ...

Of course even a Master in this skill shouldn't be able to craft all kinds of weapons ... maybe he needs to specialize ...
Maybe a few are only availible by this way.
A magican maybe able to cast some nice enchantments on those (if he's skilled enough)...
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Last edited by Miklotov on Wed Jan 05, 2005 3:13 pm; edited 1 time in total
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Sum Ting Wong
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Joined: 03 Dec 2004
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PostPosted: Sat Dec 11, 2004 6:39 pm    Post subject: Reply with quote

maybe rangers/herbalists/druids could make a poison or something, and if their skilled enough, could make it into a poisoned weapon, that deals continuous damage for a set period of time(like 5 or 10 seconds), but they would have to search for different plants to get different ingrediants for differend poisons
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Chybi
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PostPosted: Sat Dec 11, 2004 10:06 pm    Post subject: Reply with quote

I like Mik's idea of having a 4th bar that represents crafting and that goes down when you craft and that refills slowly. The higher your craft level, Your bars goes down less with each craft and goes up faster.
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Demonslayer7
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PostPosted: Sun Dec 19, 2004 4:36 am    Post subject: Reply with quote

1. What do you see as the pros and cons of adding in a Tradeskill system to Dawn of Daria?

Pro - The items have better quality
Con - More expensive to produce, although not too expensive

2. What do you see as the pros and cons of making a merchant type of character solely for tradeskills?

Pro - You can become very rich
Con - You are rather weak in physical attributes

3. Whats your input on allowing Fighters & other types of players to be able to craft? Good? Bad?

Good, everyone needs to craft a little of something, I really liked that in akarra.

4. What tradeskills do you think are 'best' for Dawn of Daria?

Blacksmithery (Metal Armor & Weapon making) {Mainly for fighter classes}
Leathercraft (Leather Amor and containor(sp?) making) {Mainly for fighter classes}
Spell making (Spell making) {Mainly for mage classes}
Alchemy (Potion making) {Mainly for mage classes}
I think rogue/misc classes can use a little of all.

5. What tradeskills would you 'like' to see in Dawn of Daria?

Cooking {same as Brewing, only different images and stuff}
Jewelry making
Brewing or drink mixing {same as Cooking, only different images and stuff}
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GoldenSilence
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PostPosted: Mon Dec 20, 2004 12:33 am    Post subject: Reply with quote

5. Thank goodness someone else mentioned brewing! What good RP environment doesn't have a bar or inn where folks can meet up between battles and talk? Man, I can't wait to work my way up from serving wench to barmaid to mixer/cook (depending on which branch I want to take, of course) to tender/mixmaster or something like that. Maybe there could even been a dark path of spy or informant...

Although it seems if there is a merchant only type character, they might have to be rp only...since I think people who want to just get out there and fight would find it boring and merchants actually might lack things to do if they don't have the power to give quests themselves. Not an npc but nfc...non-fighting character. Or maybe that idea doesn't work for a game.
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