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The Expanse • View topic - Arties
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Arties

PostPosted: Mon May 14, 2012 2:35 pm
by Enuflogic
I've never played with the imbuing system, but I like the idea behind it.  Basically, you take weapons/arties/etc. that you would normally not use, and "recycle" them into items to increase the effectiveness of weapons.  There's more to it than that, but that's the gist of it.

Now, I do absolutely love the way we have spell crafting.  It's pretty much the same in the end in that you build a better weapon.  The down side to it, is that you get all of these arties that we really never use since most of us will just SC the weapon we really want, instead of an arty which has 1-2 props we don't really want.

I though of this yesterday while handing out some beat downs to the Cu's in Twisted Weald and when I left, realized I got 2 more arties that I will never use.  How about some type of an arty turn-in system that puts a value to the arties that we can get SC charge gems for.  You could lower the drop rate for the gems and make it so that the arty turn in is the primary way to get the gems.  You still go after the spell crafters to get the actual property gems, and you have a rare change to get the charge gems off of them as well, but the primary way to get the charge gems would be from arty turn-in.  There could be an NPC that we turn them into and you get a message "The magical properties of the weapon are unraveled and you are presented with X charge gems" or something like that.  If its not too difficult, you may be able to piggy back on the tokuno trade in gumps.  You walk up to the NPC and you get the gump that pops up to select the 10 that you want to trade in, then you get X amount or something like that. 

Just a thought.

Re: Arties

PostPosted: Mon May 14, 2012 2:51 pm
by Raist
Yes, that is the basic idea behind the imbuing system. Taking an arty, or really any item and unraveling it to get materials used for imbuing. We're still working on the imbuing system, but it is going to be a future addition. That being said, there will have to be some changes to spellcrafting to be able to balance the two systems out, which we're already discussing. Things like making certain spellcrafting gems harder to acquire. Like maybe adding quest only spellcrafting gems where you'd have to complete the quest or quest chain to get the spellcrafting gem, or possibly just a random rare gem and you'd only be able to do the quest once a day or something. These are just some ideas we're tossing around right now. We'll keep everyone updated as we get more things ironed out.