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ShinobiG

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  1. Scrap Metal

    As far as game mechanics go, I'm not going to debate any more. (I'll admit it isn't reasonable to expect this feature, but it's still one I'd personally like to see. Since I've always disliked unnecessary waste on a very personal level.) But if you really think medieval people would just discard metal tools, I'd have to say you know very little about what medieval life was like. Almost their entire culture was built around scarcity and the prevention of waste. Not to mention how valuable metal was. I mean, let's walk through the process of obtaining a metal sword: First, people would have to find an ore vein. Sure, these ore veins would last a while, but finding them was extraordinarily difficult with medieval technology. As well as dangerous, considering the local wildlife and how slow travel was at the time. In summary, getting your hands on a mine was quite difficult. Really, TFC has made it a c**p-ton easier than real life. Secondly, the ore needed to be extracted. A very dangerous job that still causes relatively frequent casualties even with access to modern technology and techniques. Third, the ore needs to be smelted, and blacksmiths were not cheap. Smiths were artisans, about as close as you could get to upper class in the medieval era without being of noble birth. (Like a knight or something.) Especially since (correct me if I'm wrong) merchants hadn't even begun to establish themselves as next to royalty. This also meant that there wasn't very many of them. Just for good measure, I decided to look up exactly how much a medieval sword would cost. Specifically, in the early 15th century. According to the only information I could find regarding 15th century sword prices (I'll admit I only checked about a dozen links, but all of the other sources I found were for different time periods) they were about a pound. Now, although the site did explain how much a pound was worth at the time, it didn't account for daily living expenses. (A modern day human who made 3,500$ a month wouldn't be able to afford a 7,000$ TV every two months.) So, I decided to run a quick check to see how much that would be equivalent to in modern currency. The lowest estimate I got was 750 pounds, or 964.95 USD. And that's for an average sword. The price only goes up from there. Sources: Price of Sword Modern Value TL;DR? Would you chuck a hunk of metal worth almost 1k$? (Or more?) Anyway, I will concede that it might not be effective game play wise, but as far as realism goes: Nobody is chucking away perfectly good tools. (Or food, for that matter. People starved to death a lot back then. Well, they still do, but it was even worse back then. Food was pretty scarce.)
  2. Scrap Metal

    You make some very valid points. In retrospect, that conclusion of mine was drawn from several assumptions, and was logically flawed. So, rather than floundering around like an idiot trying to continue and prove myself right, I will admit defeat and go out with dignity. However, I still would like the feature. Perhaps someone could mod it in later? Or some similar feature that serves the same purpose? Either way, I appreciate the chance to have a calm and rational discussion on the internet. That isn't an opportunity I get often, and I really do love to argue. You have my respect, and I hope to disagree with you again in the future.
  3. Scrap Metal

    Again, it could be configurable. Anyone who didn't like it could turn it off. They could even make it default to a disabled state. There's no benefit to saying people can't play a certain way because other people don't think you should play that way. Even if it could be abused on servers, it could just be turned off. Also, the changes to metal only make me want this feature more. If they decide ores should be procedurally generated (as has been discussed), then that would likely make the supplies of certain ores relatively limited. Personally, I know I'd at least like some way to recover used metal.
  4. Scrap Metal

    I see. Thanks for your input.
  5. Scrap Metal

    A valid point. Personally, I think loss should be changeable in the config files. From 100% for people who don't see it as overpowered at all, to 0% for people who think the whole idea is stupid. After all, the amount of ore provided by each ore quality/size was configurable in the original. Servers and players could set it to what they thought was reasonable, instead of having to go by what other people thought. I know I always turned it up, and I'm sure there were other people who always turned it down. I'm sorry, I'm not really that great at communicating; were you agreeing or disagreeing with me? Because normally when people play devil's advocate, they refute the argument they made afterwards. Sorry again, I apologize if I just missed something.
  6. Scrap Metal

    So a blacksmith with a low smithing skill will create a tool that starts at a lower durability? Or are you saying that a smith's skill just shouldn't figure into it? Both are interesting propositions. Of course. The idea that metal from tools should be recoverable was the original point of my suggestion. After all, when a stick or rock breaks, it makes sense that it's no longer useful, but metal can always be melted down to make something new.
  7. Scrap Metal

    Thanks for the input, your formula is very well thought through. One question though, in TFC1, quality was measured numerically, and was higher the higher your smithing skill was. So, assuming that's still a thing, how do we translate that to percentage? And how does a smith's skill figure into it?
  8. Scrap Metal

    Assuming you can still melt down metal, you could just make broken tool heads act like ore. You'd just toss it in with your latest mining batch. Also, although your explanation is pretty sound, there'd still be plenty of recoverably large chunks. Even if you didn't get back all the iron, you'd still get some. (Probably most of it, really.) Thus, the configurable metal returns. Besides, scrap metal has always been a thing. I imagine it was especially a big deal back when metal was still a fairly expensive material. It makes a lot more sense that way, yeah. (Plus it looks cool.) Still a bit silly, but sometimes you have to deal with a little video game logic. Over all though, I gotta admit that my main motive for this mod was a personal quirk of mine. (I don't like nonrenewable resources in video games. Even if the amount of iron is practically infinite, it still irks me that I have to travel farther and farther to get more.)
  9. Pagan Religion/Sacrificial System

    I really like this idea, and agree with IJuanGB that percentage based is not the best of ideas. However, having the gods be randomly generated also doesn't sit right with me. Perhaps give the players the ability to found a religion? Gods would start weak, requiring large sacrifices for minimal tasks, but the more sacrifices they received, the more their power grew. This could incentivize players to spread their religion, and recruit more followers. I'm also fond of the idea of different types of gods requiring different sacrifices and giving different bonuses. Maybe there could even be dark gods, which require blood sacrifices and give violent buffs. (It could even tie into the butchery suggestion, with a sacrificial altar or something.) Also, I'm wondering if players should be bound to one god, or be able to worship as many as they please. Perhaps a god would become upset if a player worshiped a different god? Or maybe a middle ground, where gods were grouped into pantheons?
  10. Scrap Metal

    So, I did a quick search of the forums, and I don't think anyone has suggested this already. (Correct me if I'm wrong.) It's also possible that the devs have already come up with an idea like this, but I thought I'd give it a shot anyway. Basically, my idea is based around something that's always bothered me about TFC, and Vanilla Minecraft too. Tools magically disappearing into the void whenever they break. It goes against basic physics. When an object is damaged, it doesn't become less of an object, it just changes shape. So what happened to all the iron in my iron pick! So, what should be done about it? Well, you know how in TFC1 you'd craft a tool head and attach it to a stick to get the tool? Well now, when a tool breaks it drops a broken tool head. Which can either be repaired on an anvil (turning it back into a regular tool head), or melted down to retrieve the metal used to make it. In case some people think this is overpowered, it would be configurable. You could set the amount of metal you'd get back from a broken tool head, change whether or not you can repair them, and (assuming tool quality is a thing) you could toggle whether or not the tool's quality would decrease upon repair. (Or even set it so that if your skill was high enough, the tool would have higher quality then it did before it broke.) Alternatively, it could be made so that a tool never really broke, and the speed it worked at/damage it did shrunk instead. (Although maybe the tools could still be reforged, to raise the quality again.)