Forging Skill (in General)


AdminQBGentlemanLoser [{END}] July 11 2012 5:10 AM EDT

An off the cuff thought. Probably already mentioned before.

Forging efficency is based on MPR, but if you forge, you don't fight, and your MPR never grows.

This seems a tad counter productive.

How about an innate 'Forgeing/Blacksmithing' skill to cover this.

The idea would be you gain XP when you forge (by some amount, I've honestly no idea how forging works!), but this XP can *only* be used for the Forging skill.

In fact, you can't train this skill manually, it just increases automatically.

As the skill increases, and you gain XP to be placed into it, your MPR should increase as well.

Your character grows and your Forging efficency grows as well. All without impacting your ability to fight.

Now, this might throw off the rewards mechanics of CB as a wholle, as we'd start seeing large Forging characters as 'cash cows'. High MPRs, with low fighting ability.

But is this really any different to dumping 100% of your XP into FB and wearing a MGS?

DERPA [Red Permanent Assurance] July 11 2012 5:54 AM EDT

Bounty Hunter July 11 2012 7:56 AM EDT

I like it. I do have a question about the forging leveling, would it continue to increase if a player resumes fighting? For example player x mpr 100, forges for awhile forging mpr now 125, if they resume fighting would they continue to build on the 125 fmpr? Or would they pass that up with mpr and essentially waste that experience?

AdminQBGentlemanLoser [{END}] July 11 2012 8:06 AM EDT

The forging 'skill' would only increase through XP generated by Forging.

If you want to up your forging MPR by fighting, train fighting skills. ;)

The only reason I say this is to stop any retrianing issues.

AdminQBGentlemanLoser [{END}] July 11 2012 8:07 AM EDT

I should add, it increases the MPR of the character, so int he example above, if you resumed fighting, you'd be 125 MPR.

Sure, it'll make it harder to fight up, so maybe we'd have to look at that. As the FB mage can remove the MGS.

But the idea would be that you wouldn't waste the forging mpr you'd built up.

AdminQBGentlemanLoser [{END}] July 11 2012 8:09 AM EDT

Oh and that the forging skill actually does nothing. ;)

It's just a resoviour for your forging XP, to allow your MPR to increase. ;)

Bounty Hunter July 11 2012 8:15 AM EDT

So you could just simply have a "fmpr" equation that reflects your mpr + any additional forging that your character has accomplished. ;)

{WW]Nayab [Cult of the Valaraukar] July 11 2012 8:49 AM EDT

I quite like the idea. It adds something completely NEW to the game as well as being a strictly positive improvement :)

Zenai July 11 2012 9:36 AM EDT

Good idea however I believe that the proposed implementation is not good.

Each MPR Type should be completely separate. Forging MPR should strictly be for Forging Purposes just like fighting MPR should be Strictly for Fighting purposes. Neither should effect the other. It could just as easily shown as T-Scores are next to regular ones.

Now if it is to be a Skill then ok great! It still should not affect regular MPR and on the same token regular MPR should be taken out of the Forging equation. Forging should be completely dependent on the Forging Skill.

A tag at the forge could easily be set for each account and counted towards levels by usage of BA(just like fighting) Successful Cycles gives more levels, Unsuccessful Cycles results in no levels gained. The more difficult the item is to Forge the more levels gained via Successful Cycles, same with easy to Forge Items should yield less level. (Just to make it a bit simple.

Just a few thoughts........

GL: Yes a Forging Skill and several other alternatives have been presented on multiple occasions.

Bounty Hunter July 11 2012 10:19 AM EDT

Well wouldnt mpr reflect your profiiency, skill and knowledge of weapons to begin with. We wouldnt want to send forging into the stone age with for example a 1million mpr forging at square one. You would almost have to have an Ncb just to catch up for forging. All i am saying is forging progresses at 1/10 the rate and is added to mpr for forging only. If you fight than your mpr increase and your fmpr keeps pace. Just for example ;)

Zenai July 11 2012 10:48 AM EDT

Sometimes making a change for the better requires a bit of collateral damage. I do think there is a way around the square one deal however.......Economic Revenue.

If you are a Forger you have Forged and therefore have made Upgrades on Items. Use this as a basis for the starting point of all the Forger's new Skill and the problem of where to start is finished.

Now how far back you want to go or what formula you want to use is a different story but still there is your starting point. ;-)

AdminQBGentlemanLoser [{END}] July 11 2012 11:37 AM EDT

[quote]Each MPR Type should be completely separate. Forging MPR should strictly be for Forging Purposes just like fighting MPR should be Strictly for Fighting purposes.[/quote]

No buying a large character to forge with any more.

Unless it's a pure forger.

Then, we should seperate the two types into thier own 'pools', or Relams, as someone with 1M FMPR (and no other skills at all) shouldn't be able to hit, or be hit, but a 1M MPR team.

Then, FMPR charcater shouldn't even be able to fight, and as soon as a normal MPR team clicks 'fight' they can't ever be allowed to Forge.

Or we can keep both types together. ;)

AdminQBGentlemanLoser [{END}] July 11 2012 11:39 AM EDT

So you could just simply have a "fmpr" equation that reflects your mpr + any additional forging that your character has accomplished. ;)

A more elegant solution.

FMPR wouldn't have to impact the fight reward process, and forging efficiency would be based on FMPR + MPR.

The 'skill' would just be the placeholder on the team to hold the XP generated from forging.

Any issues with this solution?

Haloki July 11 2012 12:14 PM EDT

It should cost a skill slot on a minion.

Bounty Hunter July 11 2012 12:31 PM EDT

So based on making a forger its own type of character it could open up a whole area for new "forger items" to boost abilities in that area. Just kicking the idea out there but it might stir up some strong support. Just my thoughts.

Eliteofdelete [Battle Royale] July 11 2012 12:38 PM EDT

Why should it cost a skill slot? They shouldn't have their team crippled permanently xD

Also GL, I think that second solution is quite good.

Zenai July 11 2012 1:17 PM EDT

GL: I think it's awesome! It's as close to completely separate can be given without a complete recoding.

Bounty Hunter: A lot of things were proposed before like Forge Rental Purchases(or rental fees as a cash sink), Anvils, Hammers, Tongs, Aprons, Gloves, Boots, Bellows etc that affected Forging Cycles in different ways and even with different Armor Pieces/Groups. This is a bit down the road but something that should not be forgotten!

Waldo July 11 2012 1:56 PM EDT

Personally I think that MPR should have some impact on the FMPR (tho not reversed) simply because using weapons would increase your knowledge of them.
Maybe have 1/10 MPR go towards FMPR, not a huge difference & forging would be more efficient to increase FMPR but some credit would be given for the experience of using items.
FMPR should NOT affect MPR however as this would gimp early characters by having MPR but no skill/stat increases from it. Imagine a 100k MPR char (from forging) that had 0xp to spend, negative fight rewards would make it near impossible to grow said character

Zenai July 11 2012 2:16 PM EDT

Waldo: With the above proposition there would be no true need for MPR as what makes it grow, for a Forging Char, is FMPR and that is garnered while forging. All regular MPR would be used for, if any is had, is for fight rewards of an attacker. Also why have a Forger use weapons when they could use forging items to get better results? (another idea on the table so to speak)

Bounty Hunter July 11 2012 2:59 PM EDT

Or we could use alot of the equipment we have already for example elven gear helps + cycle and dwarven gear helps x. Just throwing ideas out there overall GL and Z i think this has alot of potential to essentially create a more interesting area of CB.

TheShazbot July 11 2012 3:43 PM EDT

I'd move to Forging right away if something like this happens. I prefer tradeskills it seems these days.

Haloki July 11 2012 10:33 PM EDT

I'm sorry but this sounds great but net worth up top is already huge!! How will this attract new players. I think item creation would help. Give a buy out lol .... Turn In items for 103% market value then remove those items from the game. Better game economy can then happen. Upping forging would be bad..... Unless...... Someone respond

AdminQBGentlemanLoser [{END}] July 12 2012 3:47 AM EDT

I think this would help keep existing players. Which is also a wanted goal, alongside bringing in new players.

smallpau1 - Go Blues [Lower My Fees] July 12 2012 5:25 PM EDT

Forging to gain exp has been brought up plenty of times, and every time, with no Admin input... I believe everytime it has been brought up, it's been said, everyone would then forge; as they up their items, they gain exp, where's the downfall?

Gohan [Ka-Tet of the Serene] July 12 2012 5:32 PM EDT

You bring up a valid point, but you could also make it tattoo-esque as a skill. As you forge the skill gains the exp outside of you being able to train it. So it technically would never hurt you as it is only being used for forging, and the exp gained is only for the skill. Any MPR you have would not be effected.

Another idea would be to have it decay say once every 30 days on the skill. So you forge a bunch and then at the end of the time frame it decays for example 25%. This would give incentive for forgers to continue forging.

Zenai July 12 2012 5:58 PM EDT

Another idea would be to have it decay say once every 30 days on the skill.

I would change this to :

Another idea would be to have it decay say after 30 days of inactivity on the skill.

However I would use lesser increments of 5% - 10% (Max).

But that is just me.............

Eliteofdelete [Battle Royale] July 12 2012 6:11 PM EDT

"as they up their items, they gain exp, where's the downfall? "

With this idea they wouldn't be gaining "exp". They would be gaining a buff to how much NW they add while forging.

Gohan [Ka-Tet of the Serene] July 13 2012 12:37 PM EDT

If it decayed based on inactivity you would have to have a hard cap. With it decaying after x amount of time you could have no cap and make the skill up a large curve at which you slow down when you hit a certain point.
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