Why not Forge time? (in General)


{Wookie}-Jir.Vr- October 21 2008 11:11 AM EDT

We got bonus Xp and money times... why not a bonus forge time...?

th00p October 21 2008 11:16 AM EDT

See FORS.

{Wookie}-Jir.Vr- October 21 2008 11:20 AM EDT

I can't find the FORS :(

Cube October 21 2008 11:43 AM EDT

http://www.carnageblender.com/faq

I can't find it in there though.

Sickone October 21 2008 12:46 PM EDT

I still say forging should also grant minion XP (at least as much as -25% Challenge Bonus battles, or maybe just inversely proportional to forging efficiency compared to max possible forging efficiency scaled for 0%CB)

:)

AdminTal Destra October 21 2008 12:52 PM EDT

here here sickone

AdminLamuness October 21 2008 1:21 PM EDT

This has come up many times.

Often used argument:
  1. Increased xp decreased money during xp time.
  2. Decreased xp increased money during money time.
Thus, increased forging efficiency decreased <what is opposite equivalent?> during forging time
Decreased forging efficiency increased <again what is opposite equivalent?> during <opposite equivalent> time.

BadFish October 21 2008 1:22 PM EDT

Increased forging efficiency in exchange for higher %age of the blacksmith costs when forging?

smallpau1 - Go Blues [Lower My Fees] October 21 2008 2:45 PM EDT

I've brought up quite a few points that COULD be implemented. Unlike those who request higher RPM%, lower $ and vice versa which wouldn't work. (Money couldn't be lowered for 6 hours and then raised for 6 hours, people would just make sure they forge up to the next point when they pay lower fees).

I'll look through my older posts and repost them here, maybe bring them to a light that is not extinguishable.

Kefeck [Demonic Serenity] October 21 2008 3:20 PM EDT

In my opinion there's not enough dedicated forgers to put up a bonus time. than again one would think if a bonus was put up maybe more people would forge?

King October 21 2008 5:07 PM EDT

a general increase to forge efficiency even a small one would probably have a larger effect then a "wacky forge" time.

Wizard'sFirstRule October 21 2008 5:15 PM EDT

I am amused by the idea of a wacky forge time, but I am sure this is just another new player trap.

Unappreciated Misnomer October 21 2008 7:44 PM EDT

forging is to say the least another cb strategy if you choose not to fight. players dont deserve exp to their characters, maybe skill points for the user. like the use of a smithing hammer, that you would forge and unlocks better rpm's for certain weapons, for example +80(or another random To-Hit number) smithing hammer could allow you to get a random insignificant increase (say: 0.88%) on an ELS. or it can be divided into ranges.

0-100 dagger
101-200 etc
201-300 etc

smallpau1 - Go Blues [Lower My Fees] October 21 2008 9:32 PM EDT

Xenko January 15 10:21 PM EST
*****As people have stated, not worth it.
Fighting: Increase MPR
Forging: -

Fighting: Increase Max Tattoo, and level tattoo
Forging: -

Fighting: Get cash
Forging: Get about the same amount of Cash

So the advantage is where? And with the forging rate at 65% or so, it becomes really hard to justify forging unless you just want a break from fighting. I like the idea of forging XP and increasing gains as you increase in forging level. Or at the very least doubling the cash to compensate for the lack of XP gain.*****
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{cb1}smallpau1 January 15 10:35 PM EST
*****Plus, I'm waiting for the NUBs to stop exploiting forging just because they can until their NUB expires... But yea, i dont think forgers make enough to compensate for 0 Exp gains. Tis why i brought up the idea of items being introduced to be similar to the opposite of Elven gear (which means Forge only items).*****

Both posts above came from: http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=002KEE&all_p=1
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____________Follwing is about forge blocks_________________
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{cb1}smallpau1 August 12 2006 7:06 PM EDT
*****You're right, fighters do have something to balance it out, but, doesnt most fighters buy BA to use it during EXP times? And fight the least in Money times? So, in turn they get more bang for their buck during exp times, wheres our bang for our buck during whacky forge times? We have no advantage to buying BA as of right now.*****
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(Why more RPM/less cost, less RPM/more cost, whacky forge times won't work)

Maelstrom August 12 2006 8:33 PM EDT
*****I once suggested the same thing, and someone provided a very good reason against it:

If you decrease forge costs during a time (and decrease forge rate, or whatever balancing effect), people could just wait until that time to finish off the last 0.1% of their forging.

If you increase forge rate (and increase forge cost, or whatever balancing effect), people could forge up to 99.9%, and then stop, to avoid the higher costs.*****
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(Which is why i brought this up):

{cb1}smallpau1 August 13 2006 3:27 PM EDT
*****Just have rapid RPM gains time for one six hour period (100% increase), and slow RPM gains for another six hour time period (50% decrease) or something similar. Dont do anything with money, cuz yes, that would be very easy to just goto ~99% and wait till cheap forge times. I also liked the exp times for forgers idea.*****
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(An example of whacky forge times with exp involved for forgers, not sure who thought of this idea, but here's the times i suggested):

{cb1}smallpau1 August 14 2006 3:10 AM EDT
*****Ok, i get the point that there has to be a rise and fall at one time for each whacky time, So what about this idea? Make a change that grants forgers a certain amount of exp per minion based on a percent of NW increase throughout the RPM (Ex. per cycle).

Time One -
Raise the RPM Gains 100% and lower the exp gains 50%

Time Two -
Raise the Exp gains 100% and lower the RPM gains 50%

Thoughts?*****
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(Great idea by Mian):

Miandrital August 15 2006 3:25 PM EDT
*****How about making the X and the + wacky. Or even the make a three-some rotation with armor.

Example:
Monday from 6a-12p: Weapon + forging increased by 30%, armor + and weapon X decreased by 15% each

Wednesday from 6p-12a: Armor + forging increased by 30%, other two decreased by 15% each

Thursday from 6a-12p: Weapon X forging increased by 30%, other two decreased by 15% each.

Of course if you wanted to have all three in one day, the time would have to be decreased. I think this would be good for casual forgers, allowing them to forge their weapons for a little bit. For the career forger, there would be no negative impact for the week if they have a long term forge deal (30% increase for one day is negated by the 15% decreases the other two days).*****
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(I didn't think up this idea, but i love it as well):

velvetpickle August 15 2006 3:27 PM EDT
*****Going back to the idea of a forge tattoo...

The only real negative I could think of is that it would make it almost impossible for a fighter to do their own forging and expect to keep up with forgers who have their own "forge tattoos."

Other minor considerations are that the tattoo could be traded from a full time forger to someone with no forging experience giving them a huge bump in forging with no "forging work" to get there.

Could any tattoo be reinked to the forging tattoo... same issue as above.

Tattoos gain level based on trained exp... unless it was to work as an RoS or something, there would be no way to lvl your tattoo through forging.*****
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(I responded with this):

{cb1}smallpau1 August 15 2006 7:58 PM EDT
*****Forging tattoo would obviously be level'ed through forging, lol. And make it so it only works "better" the higher your MPR. And VP, why would a fighter want to try and keep up with forgers by forging themselves? They fight, they dont forge, lol. Plus, do forgers buy a ToJ to keep up with fighters? Nah, its useless!*****

7 posts above all came from: http://www.carnageblender.com/bboard/q-and-a-fetch-msg.tcl?msg_id=001sVH&all_p=1



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______Another suggestion was to make it so efficiency_______
_____would go up as long as you forge without mistakes______
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Aera Cura October 21 2008 9:38 PM EDT

your wrong small paul its more like this

Fighting: Increase MPR
Forging: -

Fighting: Increase Max Tattoo, and level tattoo
Forging: - Increase the items net worth

Fighting: Get cash
Forging: Get about the same amount of Cash

your still right though there's not an equivalent to mpr.

th00p October 21 2008 9:57 PM EDT

I think by Jon's actions (and possibly his words, I don't have a perfect memorry), we know that he doesn't want forging to be as efficient long-term as forging.

Get over it!

And my pointing to FORS earlier is that it is _a_ FORS, even if it's not included in the FORS in the wiki.

QBBast [Hidden Agenda] October 21 2008 10:09 PM EDT


Because it is boring.

th00p October 21 2008 10:44 PM EDT

And you're not? You need to post more silly grammar lady!

3D October 21 2008 11:05 PM EDT

Just curious, how is increasing NW good? Doesn't that just raise PR, lowering Challenge bonus? And higher risk of Encumbrance?

Goodfish October 21 2008 11:49 PM EDT

I've always had a distaste for forging; I hardly thing it needs any buffing. Unless you cut forge effectiveness by half and then have a "bonus" time that doubles your forge effectiveness. ;)

Admindudemus [jabberwocky] October 21 2008 11:53 PM EDT

i seem to remember jon stating that he never intended forging as an alternative playstyle. at least in econ clans you got a type of civil union!
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