Weapon-Smiths should be able to increase max-min damage of a weapon

Aksel

Pre-Searing Cadet

Join Date: Jan 2006

Oslo, Norway

R/

Good idea, neads to be customized weapon though. (As said) Would be a nice gold sink.

Phoenix Denfer

Phoenix Denfer

Frost Gate Guardian

Join Date: May 2005

Homeless since the Charr

Order of Pointed Sticks (OOPS)

Excellent idea and increase the use of the weaponsmiths. Really .. how many people ACTUALLY use them? I have always thought that they were not very well thought out.

Definately cause the weapon to be customized...and I would ad, not salvagable like the collector weapons now. That would make them worthless accept to the person using them.

/signed

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Didn't read it all.. but I like the Weapon Breaking idea... but need some better way to fit with GW.

How about just adding more Mods?

Another idea would be to have different Weapon Smith. So maybe the one in the LA will personalize your sword with +20% more damage, while the one in Forge will do it for +3 min damage, while another one will do +1max damage, and another for +15% longer lasting enchantment, another for +2 energy, or +30 health, or +10AL against melee... etc etc

And you could "Hide" some of those smith too... and spread them out in various town and place. This adds more differnt way to better personalize your item, and cuts down the resell value of them at the same time. (thus making you want to buy more weapon and play more...)

BigTru

BigTru

Jungle Guide

Join Date: May 2005

C'mon A.Net... my Weaponsmith in my Guild Hall is bored... if only he had an actual use.

xaque

Ascalonian Squire

Join Date: Apr 2006

The Farts and The Hearts

N/

This sounds cool... Different weaponsmiths providing different upgrades is definately a good idea. The weapon should of course have to be customized for you, and the price should go up based on the rarity of the weapon (crystalline swords would cost several dozen platinum to upgrade for example)

edit: /signed =)

Shadow Dragon

Shadow Dragon

Frost Gate Guardian

Join Date: May 2006

Harrismith, South Africa

[SAGA]

W/Mo

/signed

i'd also love to see a unique skin for the plasma blades you get from the collector in dragon's gullet. at this stage it's just a forked sword skin with a cool name that does lighting damage

CorstedPirate

Lion's Arch Merchant

Join Date: Jan 2006

Knights of the Void

Mo/

I absolutely love how in so many cases people not bothering to read the posts in a thread causes the thread to become unreadable.

In anycase.../signed With the proposed idea that the smith will not upgrade a weapon that is not customised or comparable to the last area. That would prevent people getting a run to Droks with their low requirement Ascalon area weapons. The idea of being able to upgrade the inherent weapon qualities sounds nice, but it should have to be extremely expensive.

I do not agree with any proposed idea of being able to change the percentage of a salvageable upgrade. This idea should be something that you can only use for that particular character, not upgrade an upgrade then salvage your weapon so you can sell that upgrade for 50k. So upgrades should be off limits, find them or buy them, not make them.

Shadow Dragon

Shadow Dragon

Frost Gate Guardian

Join Date: May 2006

Harrismith, South Africa

[SAGA]

W/Mo

i agree once you have upgraded it becomes unsalvageable.

bilateralrope

bilateralrope

Desert Nomad

Join Date: Nov 2005

New Zealand

Xen Of Onslaught (Xen of the Pacific division)

Quote:
Originally Posted by Broken Arrow
This idea is ridiculous.

" You can also increase the "+energy" on wands and staffs "

So then I suppose you could change 10/5 sundering into 10/10 just like that. You guys are hoping, if it went into effect, that it's not too expensive. That was demolish the economy. The economy is held up by players buying and selling weapons and such, but now let's say you changed that 10/10 into 10/10, and it costs 5k for some weaponsmith to do this, you end up with an extra 75k in your pocket. People would no longer buy or sell weapons, unless they're storm bows, sephis axe, etc.

You also said this would get rid of some of the frustrating grind, WHAT GRIND?! I can't see where you would come up with that.

/not signed.
If it goes into effect and demolishes the economy, that means that there will be no more trade spam. Sure, I wont be able to get rich, but I wont have a reason to get rich eaither.

No trade spam.

/signed, though I would prefer it if it would only work on the inherent mods and the upgrader wouldn't touch quest/collector items.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

/signed

Very good idea. I think this is one for the Index of Ideas sticky. I don't think weapon mods should be upgradeable though. Well... maybe. Meh. But the weapon's "level," as it were, should be upgradeable.

And as has been said before, collectors, crafted weapons, and quest reward weapons should not be upgradeable. After all, in Ascalon a quest gives a staff like this:
Inscribed Staff
Chaos damage: 4-7 (req. 3 Domination Magic)
+4 Energy
+3 Energy (while health is above 80%)
+3 Energy (while health is above 60%)
+3 Energy (while health is above 40%)
That would be a pretty sweet staff if it were maxed, but it would be the only staff people would want.

Also, Scaphism brings up a good point. People can take someone elses customized weapon and upgrade it for them, then bring it back. I think the act of upgrading it should simultaniously customizes it for you. That way this won't happen.

The truth itself

The truth itself

Krytan Explorer

Join Date: Dec 2005

Denmark

First Degree

Mo/

/signed

Great idea.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

/signed

Definitly in the top 5 best ideas I've ever seen in Sardelic Sanitarium.

Using swords as an example... you would walk up to the Weapon Smith. Depending on the area you are in he would give you a different selection of damages to increase your weapon with.

Ascalon(Req 3):
50G 3-5
100G 4-9
150G 5-11

Yak's Bend(Req 5):
100G 4-9
150G 5-11
175G 6-15

Maguuma(Req 7):
150G 5-11
175G 6-15
200G 7-17

Oasis(Req 12):
175G 6-15
200G 7-17
300G 9-19

Drok's Forge(Req 9):
200G 7-17
300G 9-19
1,000G 11-22

At the Weapon's smith you should also be able to increase the level of the % damage bonus, but not the condition. So if you had a 12^50 you could get it to 15^50 for 3k, or something along those lines. ALso you would be able to increase the potential a mod has that would be based on a supply and demand market line.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

/signed

However, then the "Weapon Skin" market would skyrocket.

SELLING 13-20 STORM BOW! 100k+a kabillion ectos?

Poison Ivy

Poison Ivy

Forge Runner

Join Date: Jan 2006

Toronto

Hopping

Mo/A

Woah...never thought of it

Nice imagination

/signed

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

/signage!!

Shadow Dragon

Shadow Dragon

Frost Gate Guardian

Join Date: May 2006

Harrismith, South Africa

[SAGA]

W/Mo

i'd love to upgrade that white max damage shadow blade i have in storage

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

Adding the restriction to make it only doable with a customize weapon is good.

Its good idea... but one thing I don't see is why. Just not sure how many people actually keep use one same weapon.

But one thing I do want to see is more weapons with better power (damage, effects) but also come with higher requirment (13, 14 attributes) or more counter weights (like -energy, -AL, etc)

Also good to see differnt Blacksmith that would do differnt type of Customization for you. So many some would customize your weapon for +20%damage, some would do for +3 energy, +max and/or min damage, or +5damage against Human, etc etc.

Fred Kiwi

Wilds Pathfinder

Join Date: Sep 2005

[cola]

think about the ranger spike: you see that bow in ascalon? the one with +33% damage (and -66% attack rate)? you see where i'm going with this? yes? good

well its not that drastic a change but just to throw it out there

and its all well and good removing grind but remember its grind that keeps (most) people playing when all is done

Pandora's box

Pandora's box

Jungle Guide

Join Date: Apr 2005

Netherlands

Mo/W

Hmmm, I'm always in for upgrading stuff, but this sounds too easy. The rich would upgrade a nice prefix/suffix weapon instantly to the max, even if it was not tradeble (personalized).

I like the idea of upgrading weapons if its quest related. Lets name it: Inn quests. Short and pretty quests that give a small reward: some gold, some xp or... 1 point upgrade for your weapon. This will be added randomly to either minimum or maximum dmg, or on the moment 1 of them is maxed out, to the one thats not maxed out. Such a nice feature should take some effort!

flamingmarmo

Academy Page

Join Date: Dec 2005

England

fatalis combine

W/

Make it so weapon has to be customized and not a collectors and it would work, it shouldn't offer any dvantage sover say a pvp weapon though. Nor would it cause the skin market to skyrocket since many morew would be in service. To make this complete you'd need to be able to add the inherent mod(or at least up grade it so change a 13% to a 15%). However the smiths who could do this should only be in high level areas and the requirement for the weapons would have to increaqse as damage goes up as well.

Sphinx2k

Frost Gate Guardian

Join Date: Oct 2005

/not-signed

although it is not a bad idea it imo would break the economy anet tries to protect soo badly as it would reduce the market for weapons even more then it is now as ppl would longer have to buy others ppl rare drops. They could just go to some low lvl area farm til they get a rare skins weapon they like take it to the weapon smith and bingo the weapon they want and max dmg no need to buy one from someone lowering the cost of weapons accres the board as they would be harder to sell now. It would end up being the other things worth buying in the game would be weapon mods/Materials (which from what i noticed drops alot in faction) and that about it.

Kronos Raven

Ascalonian Squire

Join Date: May 2006

E/

I like the initial idea but I would add that for very weapon upgrade pass the initial 20% increase that the assigned attibute is increased by one for every up grade done.

This makes sure the low end toons are not simply ramping up the weapon damage without giving something in return ... like leveling up.

Great Idea!
/Signed

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

/signed

BigTru

BigTru

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Fred Kiwi
think about the ranger spike: you see that bow in ascalon? the one with +33% damage (and -66% attack rate)? you see where i'm going with this? yes? good

well its not that drastic a change but just to throw it out there

and its all well and good removing grind but remember its grind that keeps (most) people playing when all is done
Edited; Collector weapons cannot be upgraded.

Quote:
Originally Posted by Pandora's box
Hmmm, I'm always in for upgrading stuff, but this sounds too easy. The rich would upgrade a nice prefix/suffix weapon instantly to the max, even if it was not tradeble (personalized).

I like the idea of upgrading weapons if its quest related. Lets name it: Inn quests. Short and pretty quests that give a small reward: some gold, some xp or... 1 point upgrade for your weapon. This will be added randomly to either minimum or maximum dmg, or on the moment 1 of them is maxed out, to the one thats not maxed out. Such a nice feature should take some effort!
I'm not against a quest system, but it SHOULD be easily accessible to everyone, and shouldn't promote grinding. It wouldn't be about the "rich" if they made the upgrade costs reasonable and obtainable through normal questing.

jimmyhats

jimmyhats

Frost Gate Guardian

Join Date: Jul 2005

boston o.o

Pros At Inactivity [bleh]

abuse: farm mid-lvl areas for the crappy golds and non-max gold chests..... then hav ethem crafted to max

Kaguya

Desert Nomad

Join Date: Jan 2006

Moon

Mo/

Quote:
Originally Posted by jimmyhats
abuse: farm mid-lvl areas for the crappy golds and non-max gold chests..... then hav ethem crafted to max
Um. Isn't that the point? And I believe the original suggestion was to upgrade the base damage and not the mods attached to it.

Even if you could upgrade the mods, the cost of upgrading the weapon in this manner would be expensive enough plus adding in the 'can't salvage this weapon after upgrading' and the customization requirement, I wouldn't see any abuse in it. If you have the money, just upgrade the first axe you find from Ascalon all I care, the upgrade cost would be higher than just buying the max weapon.

Lepton CFd

Lepton CFd

Frost Gate Guardian

Join Date: May 2006

Pantheon of Shadows [dei]

Mo/Me

Wow, amazing idea. This would take away most of the grind, and end the days of the weapons that sell for 100k + 100 ectos.

/signed

birdfoot

birdfoot

Frost Gate Guardian

Join Date: Jun 2006

Singapore

Ordo Chaotika

W/Mo

Actually, I had thought about this before but I was hoping that ANet would implement this if they ever decided to have 'life-skills' for GW. Perhaps a Weaponsmith track that a character can take up for crafting physical damage weapons or shields. My perspective as below:
  1. A Weaponsmith can craft, imbue and reforge physical damage weapons/shields.
  2. A Weaponsmith can only craft base 'white' items (i.e. he can make a 'clean' Jade Sword, which currently is only available in Factions campaign). Crafting requires common, rare materials and collectable drops. Crafting will not fail, however, higher ranks will yield better requirements, damage/armor. For better requirements after crafting, reforging can be tried. Crafted items always yield the tag 'Crafted' as with infused armor.
  3. A Weaponsmith can imbue additional properties into any physical damage weapons/shields such as 15<50%, etc. Imbuing requires rare materials. For the sake of aligning to Nightfall, perhaps imbuing could be done by another 'life-skill' specialist who can do inscriptions while crafting always yield an inscribable item. Imbuing will never fail but higher ranks will yield better amounts in property. Re-imbuing is possible. Depending on ranks, imbuing can obtain blue, purple, gold but never green as its item color.
  4. A Weaponsmith can reforge any physical damage weapons/shields into a higher damage/armor item, however, doing so will increase the amount of requirement (if done at lower ranks of craftmanship) and the amount of increase is random (it will be an increment however). Reforging requires only common materials but has a chance to fail.
  5. Amount of materials used depends on item working on. Crafting rarer items shouldn't be expected to be too cheap. For e.g. Jade Sword requiring Jadeites, Elemental Sword requiring rubies and sapphires, Fiery Dragon Sword requiring Glowing Hearts, Steel, Lump of Charcoals, etc....
  6. For each weapon/shield worked on by a character for him/herself or for another player (as a paid service using another interface when they reach an acceptable rank), a character gains points (crafting, imbuing) and ranks up.
  7. The number of points and ranks affect how effective each attempt at crafting is.
  8. When reforging fails, the item is not destroyed but crafting materials is spent.
  9. Crafting, imbuing and reforging requires skills that need to be learnt from a trainer who knows the skills (NPC or PC) and for a fixed amount of gold determined by ANet. For e.g. if a character wants to craft Icy Dragon Sword, he needs to learn from someone who knows how to. Certain skills require the appropriate rank to be reached before it can learnt. The rarer the item, the more ranks needed as well as more 'school-fees'.
  10. When doing crafting for another player, only gold is paid while the crafter needs to use his own crafting materials. Price is negotiated between the 2 players and gold is auto-accepted upon success.
  11. Crafted weapons/shields should have a fixed sale value to NPCs (perhaps 125g for more common items and more for rarer) and reforged items should not have a changed in such sale values. All crafted items should also have the lowest requirement set at 9 or 10.
  12. Only looted or crafted items can be reforged.

I think the idea of smithing is good but getting an NPC smith to do it isn't really adding much of a variety. In Nightfall, with inscriptions, going to an NPC to smith isn't all that necessary now.

/notsigned

EDIT: I changed abit to clean up my suggestion.

The Silver Star

The Silver Star

Krytan Explorer

Join Date: Jun 2006

UK, Scotland

Il Guild Name Il

W/

Good idea however why would you farm a high lvl area when you can farm a low lvl area and then upgrade them to max damage? to much room for abuse hwoever nice idea.

/notsigned

Imaginos

Jungle Guide

Join Date: Jun 2005

The only thing i think you're off on is the requirement going up. If anything you should be able to pay for the requirement to go down if its above 9. with it bottoming out at 9, just like all the other crafted weapons.

Saphrium

Saphrium

Krytan Explorer

Join Date: Oct 2006

Granite Citadel

Post Searing Ascalonian Merchants

N/Me

/Signed

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

Quote:
Originally Posted by The Silver Star
why would you farm a high lvl area when you can farm a low lvl area
Because Mursaat Hornbows and Dwarven Axes don't drop in Nolani Academy (for example).

/signed, as long as the many suggestions to prevent abuse of the system are also implimented.

Ilithis Mithilander

Ilithis Mithilander

Academy Page

Join Date: Jul 2006

Testing Eternity

E/

/signed

the break idea should be used, give people a second thought whether they should really upgrade it.

Perkunas

Perkunas

Jungle Guide

Join Date: Aug 2006

In my own little world, looking at yours

Only Us[NotU]

E/

I have seen in another game, an item that was designed into an 'expansion', that was a class specific weapon that the damage increased as your attributes for it increased. Much like the armor on the heros. A bow will increase in damage and range as you add to, for example, expertise and marksmanship. (A possible primary class specific quest item?)

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

/notsigned
12 characters

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

/signed 12 characters

Cataclysm

Cataclysm

Lion's Arch Merchant

Join Date: Mar 2006

The Lost Dynasty [SEEK]

W/Mo

I think I'm going to merge some ideas.

To take a 2-4 axe and make it customized and max damage is not a good idea. Lets make it so that you can only add 5 base-max damage. So a 2-4 axe could only be upgraded to 6 (Because axes lower end is 6)-9. It would cost 5K to do this. Than, like LifeInfusion said:
"(6-5)+ (28-8)=21
21 difference
divide that by half =10.5

add to current req. of 1 =11.5 req. or 12 req (round to nearest)"
Maybe it would cost another 1K per added req point.

Ferret

Ferret

Elite Guru

Join Date: Jul 2005

England

Ferrets Unity of Rogues (FUR)

R/Mo

I agree as long as doing this makes the weapon customized to the character (and his/her heroes) also, if the item is customized in the process, there is no real need for the requirements to change...

/signed

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Here´s a system I thought tha would work:
http://www.guildwarsguru.com/forum/s....php?p=2604073

And here's another one about weapon crafters:
http://www.guildwarsguru.com/forum/s...php?t=10126980