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Gil

Non-magic enchantments

3 posts in this topic

Okay, I think this topic is a bit useless, with TFC having arcane elements to it, but I wanted this off my chest.

Basic idea really. Whenever you craft a perfect tool, a counter increases. Whenever you craft a non-perfect tool, the counter resets to 0. Whenever the counter reaches a certain random seed-based number, your created tool gets an enchantment.

For example, the seed sets Sharpness I for swords at 5 perfect tools. This means that whenever you craft 5 perfect tools, your 5th one will have a Sharpness I enchant.

The idea is that this is like a mythical sword, like a blade crafted by Muramasa or Hephaestus. In reality, it's just a result of accumulated knowledge, resulting in a sword sharper than seems possible.

Problem is this might cause people to start either cheating or grinding to get weapon enchants. This is not the goal, the goal is to reward players that strive for excellence as a smith.

Another option is a system of "master works". Basically, you can select at the anvil if you want to make a regular tool or a master piece. Master piece tools are a lot harder to create, with more steps, but have an enchant on them, based on how well you did each step. Creating one would take a lot more steps than creating the tool normally, so you wouldn't want to do every tool like that, but the result is rewarding.

One of the criteria to judge how well you did could be the amount of times you hit the tool at the anvil. Only if you click the least amount of needed buttons, you get the highest grade.

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One aspect is this is brilliant, though I cant actually say anything on this without you going into more detail. I see Huge flaws in this system, one of them being players like myself, ejzzje, etc. not only have we figured the system behind current smithing, we can tell you... ahem... math behind it.(but we wont, because we are dicks and like to keep in business on servers by selling our art, not letting you make it.)

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Instead of having masterpieces and enchants be separate, have them both be the same. And the pick if you want a masterpiece option seems silly. Just have a counter increase which in turn increases the probability of your next tool being a masterpiece. Also, the counter reset implies people don't learn from mistakes. It should instead increase another counter which decreases the probability if the masterpiece being awesome. Have masterpieces work better for longer. There should not be any visible text saying that this sword has sharpness one. It should be an idea of experience and comparison. You don't have a recipe book that automatically fills when you find a good recipe, you need to remember good combos or make your own book.

good idea though.

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