Posted April 11, 2012 the rarity system reminds me more of dwarf fortress, I'm not sure how you guys are getting WoW and Blizzard out of this... As no blizzard game I know can you craft the same item with different levels of completion. They have separate items that are "rare" marked. Yes. There's the rare title. That's it, however... This system of "rare" items is a cheap and easy way to create a lot of content very easily, and the majority of the player base seems to enjoy it. On a real note, would make sense to cater to the larger crowd (diablo 3 is about to launch, how about trying to get some of them to come over here when they get bored?) However, the only reason people refer to WoW and Blizzard... is some sort of psychological fear of those games. Fear of spiders, fear of Wow-like creations next? They become very avid about expressing nothing "Wow-like". Perhaps we should write a paper on it and report it to the journal of science! lmao Share this post Link to post Share on other sites
Posted April 11, 2012 the rarity system reminds me more of dwarf fortress, I'm not sure how you guys are getting WoW and Blizzard out of this... As no blizzard game I know can you craft the same item with different levels of completion. Diablo 3 Share this post Link to post Share on other sites
Posted April 11, 2012 the rarity system reminds me more of dwarf fortress, I'm not sure how you guys are getting WoW and Blizzard out of this... As no blizzard game I know can you craft the same item with different levels of completion. Diablo 3 Woot! Share this post Link to post Share on other sites
Posted April 13, 2012 Was bored while smithing so I sorted through the thread and compiled a list of all the simpler suggestions for you Rolf. General Items improve fasterTake less damage upon repairingChance to add the occasional extra quality level.Fantastic items should have their name permanently imprinted on them. So instead of "hammer, iron" its name would be whatever the creator wants it to be and remove both the material and tool name from the name.Prefixes that tells what the rareness does? Like "a rare sturdy hammer", "a fantastic yielding shovel", "a rare fast small cart" etc. If you want to make it even more diverse, add different kinds of possible traits to the same item type also. All items get 1.5 * default price.All rare tools, armor and weapons have significantly reduced decay, damage sustained and enchant decay (the unpredicted yet very favorable material structure makes the item sturdier?). Level determines reduction factor. General Tools: Higher base QL when crafting itemsLess QL spread when crafting items Sacrificing rare items: Another usage of rare items could be to make them useful in the in-game religions through sacrificing somehow. Seeds Rare seeds giving faster growth times and larger yields. (Rare fields)Chance to turn the tile into a rare tile where anything planted on it turns into a rare thing (Rare field, tree, grape bush etc) Toolbelts Get an extra slot. Yoyos and Dolls Succeed more. Trees Sprouts -> supreme trees (as suggested here: http://wurmonline.com/forum/index.php?topic=72400.0) Containers Increased volumeDecay slowerRare containers should be a lot harder to break intoBulk bins destroy less then %5 of items per month Locks Rare locks could damage the lockpicker while picking the lock Carts Move fasterCan be dragged with less strength requirement Meditation rugs More mediation skill given per a session Beverages Give more stamina backWine Ages faster Altars Give positive rewards more oftenIncrease the faith given for sermons and daily faith-prayer Forges Heat up fasterSlower cool down/Burns longerIlluminate the room and area by a lot more than a normal forgeTake less fuel and make sure this stacks with other bonuses like birch woodChance of melting ore into 2 lumpsChance of melting ore into a higher ql lump Weapons Slows damage on the weapon Beds Faster gained sleep bonus Signs Have more letters available Shovel Sometimes digs two dirt at once Pickaxe A rare mining pick last for a lifetimeSometimes digs twice at once Well You can fish in it Torches Lamps/torches are brighter Horseshoes Rare horseshoes increase their speed further Lockpicks Lockpicks are 75% less likely to break Butchering Knife Produce more hides/meatHigher QL butcherings Fishing pole Better chance to catch a heavy fish (catfish, crap, ect.)[Rare] Fine Fishing Rod = 50% more chance of catching a fish in the first 45 seconds[supreme] Fine Fishing Rod = 50% more chance of catching a fish in the first 45 seconds + 25% more chance of catching a large normal fish[Fantastic] Fine Fishing Rod = Unbreakable + 10% more chance of catching a special fish (on a special fish spot offcourse) Arrows Hit harder and miss less Bows Hit harder and miss less Raw materials Faster associated timers Bowstrings Break less Food Food gives more nutritionDecays slower50% increased skillgain for 10 minutes10% increased movement speed Gems Gems can store 50% extra favor per levelA rare gem is powered once and used up Catapults Catapults do more damage Ships Ships are harder to lockpick intoFaster Lamp posts and other light sources Illuminate more tiles Healing items Heal moreUse less material when healing Rope Chance of turning a boat into a rare boat Mine doors Receive a certain strength bonus on top of the strength they receive from QLHarder to bash downDecay SlowerFantastic ones never decay fully Decorational items These should have a decorational effect depending on their rarity. An option would be making rare decorational items such as flags, kingdom banners, collossus and statue increase in size. They are made to decorate an area, and rarity would be a good way to introduce more variety. Another option is a small amount of glow, a thin silver layer that lights up the areaNot sure what could be done to make rare furniture (tables, chairs) different from their normal version. Perhaps a subtle glow field at their base, so they only light up the floor slightly. Another option would be to have small vines or flowers climbing up the rare furniture. This would make more work for the art department thoughGlimmer effectFuniture/decorations could be more ornate looking Animals Rare player-bred animals get the "Spark in its eye" trait automatically -- trait is already coded by you from a year ago I think just no longer appears on animals anymore 1 Share this post Link to post Share on other sites
Posted April 13, 2012 As some more General enhancements: - the item takes less dye to paint - increases dye ql used on it - the item has a chance of not using up resources used to imp/repair it, only works for resources less than the item's rarity level Share this post Link to post Share on other sites
Posted April 13, 2012 Better chance to catch a heavy fish (catfish, crap, ect.) Everything but catfish is crap! Share this post Link to post Share on other sites
Posted April 14, 2012 Fishing in a well would be really neat Share this post Link to post Share on other sites
Posted April 16, 2012 As the new owner of a rare cog, I'd like them to move faster or have a larger cargohold (couple extra raft's worth). The lockpick thing is useless for non-pvp servers. Share this post Link to post Share on other sites
Posted April 16, 2012 Agree, "harder to lockpick" should be the unique property of a RARE LOCK Share this post Link to post Share on other sites
Posted April 16, 2012 for rare puppets - name the puppet the same as a player, cannot be renamed. - stick needle in puppet, named player gets a "sharp pain" message - slap puppet and the emote is felt by the recipient - put puppet in forge, player gets lots of hot/burning messages as the puppet goes up in flames..... - other things to disturb the target player. 1 Share this post Link to post Share on other sites
Posted April 16, 2012 Agree, "harder to lockpick" should be the unique property of a RARE LOCK [21:12:56] You fail to pick the lock and fire is sprayed out from the lock! Share this post Link to post Share on other sites
Posted April 17, 2012 What is a good rare capability to one person in one situation is completely different to another person in a different situation. Which person is right, and which is wrong? At that point, with the current system, you have to play favourites. If rares had different abilities, then each person could create or purchase the rare ability that best suited him or her. Share this post Link to post Share on other sites
Posted April 17, 2012 Obvious things: Rare cotton heals larger wounds. Rare mortar makes higher quality walls. Rare bow strings don't break easily. Share this post Link to post Share on other sites
Posted April 17, 2012 Was bored while smithing so I sorted through the thread and compiled a list of all the simpler suggestions for you Rolf. Summary: "Lots of work and effort to make this thread better for all" End quote Share this post Link to post Share on other sites
Posted April 18, 2012 rare weapons should simply be easier to cast on, please dont give them properties such as faster swing more damage etc... Just makes one more requirement to contend in pvp... 1 Share this post Link to post Share on other sites
Posted April 18, 2012 As long as the bonus isn't big it's ok Share this post Link to post Share on other sites
Posted April 18, 2012 Lamps and lanterns should give more light. Share this post Link to post Share on other sites
Posted April 18, 2012 Support beams = support the tiles left and right from the cave wall you are targetting (and the initial cave wall to offcourse XD) Share this post Link to post Share on other sites
Posted April 19, 2012 God statuettes should improve casting. Note: Yesterdays patch did not adjust get price for them so guess nothing have been implemented yet. Share this post Link to post Share on other sites
Posted April 19, 2012 Rare shields please! Either minimum damage should be decreased by 0,01 or give them a slightly better block rate. Or maybe 1s faster shield bash? Share this post Link to post Share on other sites
Posted April 19, 2012 Rare shields please! Either minimum damage should be decreased by 0,01 or give them a slightly better block rate. Or maybe 1s faster shield bash? Rolf Items that have functionality is Weapons have a higher chance of dealing crits, armour block more and protect better, guard towers spawn more guards, tools are faster. I think shields are already in under armor and block more. Share this post Link to post Share on other sites
Posted April 19, 2012 Question, are rare tools skillgain increased in-line with the speed increase? After playing many years i know that WoA tools provide less skillgain per action. Because of this as an experienced player trying to maximise my skill i don't use WoA tools unless it is for project digging or mining. Would there be a method of removing rare functionality from tools if it only increases speed? Speed increases usually gimp skillgain per action and i persoanlly don't want the possibility of nerfing my skilling tools (some people pay extorionates for 90+coc tools) because they need to get a improvement touch-up. All other features seem fairly good. Share this post Link to post Share on other sites