Recent content by Y_D_A_7

  1. Do you think smithing skill should be removed?

    Yes I definitely think it should be removed as a player/companion skill. It just doesn't fit, it's completely unbelievable. Especially now that it's the easiest way to make money to a degree that feels like a cheat.

    However I like the weapon customisation system, and I think it should be converted to a very expensive service that you can buy from the smith. It should be a "bad deal" economically compared to the normal weapons just like specialised custom items are in real life.

    Perhaps the weapon part tiers are unlocked by clan tier simulating that the smith won't make the good stuff for just anyone, and the absolute most luxurious parts might even be reserved for kings/queens.

    Alternatively there could be quest lines to unlock better smiths or something like that.

    To say that it's ok to leave a badly fitting and exploitable feature like this in the game because "you can choose not to use it" sounds ridiculous to me, the vanilla experience should only have features that fit well and aren't exploitable.
    Thank you. That's what I'm talking about
  2. Do you think smithing skill should be removed?

    It's an optional mechanic, why should it be removed? If it's an easily exploitable feature then the player should control their urge to not print millions of coins abusing the mechanic, simple
    An optional mechanic that takes one entire slot in the skill tree.

    And yes ofc it's the player responsability to use the mechanic properly otherwise the game breaks. Ofc
  3. Do you think smithing skill should be removed?

    It is funny that there is many lacking rp options, but HEY, YOU CAN RP A BLACKSMITH!

    Yeah just a ****ing joke
  4. Do you think smithing skill should be removed?

    First, I agree that we should be able to pay a smith to either fix or upgrade a piece of equipment. Hand it and some money to the smith, come back a week later, and it's repaired or upgraded. To commission a new item would be similar: you pay up front and pick it up a week later. That could include different specialized smiths able to produce or upgrade either higher grade weapons, armor, arrows, and other items, as well as generalists who would be able to produce the most basic gear of any type.

    They could include a Party Skill which allows your party to repair weapons over time, so those Cracked Spears eventually get fixed to Rusted or Bent. With higher party skill in Smithing, the Bent Spears can be brought up to Crude status, and so on, one step at a time. If weapon and armor degradation were a thing, it would add a whole new dimension to campaigns, where a long campaign would wear down the army's gear until it was forced to return to a town or castle to recover, recruit, resupply, and repair, along with a bit of R&R.

    Having the ability to make weapons from raw materials sounds good from a village or town smith's perspective, but if you're playing as a roving warrior, it makes NO sense. Taleworlds hasn't implemented enough of an economy to make playing a non-combat character actually viable and interesting, otherwise I'd gladly leave the smithing skill for the player as a means of playing a smith, NOT a warrior. As it stands, it's a joke.
    100% agree. Very good suggestions
  5. Do you think smithing skill should be removed?

    smithing is the only constant income i can count on.

    And that says a lot about this game flawed design..
  6. Do you think smithing skill should be removed?

    All I can think of when I see the skill tree is that someone played Skyrim and thought "hey maybe we should use the same system with our game", when in reality the scope of this games are so much different.

    I miss so much the proficiencies which in BL are just incorporated in and are the base skills.
    Not to talk about the unnecessary overly complicated progression system
  7. Do you think smithing skill should be removed?

    I guess my only concert is, that keeping it in provides an extra role play possibility.

    Anyway I wouldn't want to take away an element that others might enjoy. However if smithing skill was replaced by some other more relevant intriguing skill.. ?
    I think this are the focal points of the discussion indeed.
    It is true that it can bring some kind of role play possibility but at the end of the day you are going to conquer kingdoms.
    If the original reason to smithing was to bring new ways to interact with the game world you should be able to role play as many many others elements, such as being a serf in a settlement farming or a young lad ready to go into the ranks of a mighty lord, as well as being able to make your way through the high stakes of the kingdoms by other means instead of just be this random guy that goes after looters 50% of the time for the first hours of a game. And this comes to the conclusion that adding smithing as a skill is not necessary at all and just feels like a reason to fill a part of the skill tree.

    But then, which skill do you add instead that have meaningfull impact on the mechanics? I actually dont know but i'm confident that a solution can be founded.

    At the end i dont think TW is going to remove smithing as a skill because i asked on a forum. I hope a mod will address this in the future and if not i will try to make it
  8. Do you think smithing skill should be removed?

    This may be unpopular but I think smithing skill should be removed entirely. It's not immersive at all that YOU should be the one that make the weapons and need to spend his own time and experience training in that particular field, between a war and another. Also as it is implemented is a very...
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