I was doing some smith lately, and I have an idea to make this process less routine and more thrilling.
First of all, I don't understand why we have weapon tiers in this game. If I see that Sword A is more expensive and has better stats than Sword B, it's already obvious which one is better. Why do we need these tier markings, they don't do anything. Anyway, back to forging.
I really don't like the limitation that you need to unlock weapon parts. It's fine for some rare and unique elements, I get it. But why do we have to unlock javelin shaft... which basically is a shovel handle? Everybody could make it without any experience. So, I suggest to unlock the most weapon parts by default. Then, to make the forging process more fun (and realistic) - you are not guaranteed to make a weapon. You have a chance to succeed, based on the difference between you skill level and recipe complexity. If you fail, you don't get a weapon, but you get some resources back (not all). And of course, in case of success, a forged weapon will have some random stats scatter, also based on the skill difference. All made weapons should differ, not be exact copies. And finally, change perks which increase parts discovery with something useful, for example "efficient smelting" - get more resources from smelting etc.
First of all, I don't understand why we have weapon tiers in this game. If I see that Sword A is more expensive and has better stats than Sword B, it's already obvious which one is better. Why do we need these tier markings, they don't do anything. Anyway, back to forging.
I really don't like the limitation that you need to unlock weapon parts. It's fine for some rare and unique elements, I get it. But why do we have to unlock javelin shaft... which basically is a shovel handle? Everybody could make it without any experience. So, I suggest to unlock the most weapon parts by default. Then, to make the forging process more fun (and realistic) - you are not guaranteed to make a weapon. You have a chance to succeed, based on the difference between you skill level and recipe complexity. If you fail, you don't get a weapon, but you get some resources back (not all). And of course, in case of success, a forged weapon will have some random stats scatter, also based on the skill difference. All made weapons should differ, not be exact copies. And finally, change perks which increase parts discovery with something useful, for example "efficient smelting" - get more resources from smelting etc.
