Smithing requests in towns

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Rice lover

Squire
I liked the option to get money with odd jobs in towns some mods had, would very much like that option in Bannerlord. Maybe also as a way to unlock some weapon parts.
Should take a few hours (more or less depending on your renown and smithing skill) and you'd get an offer to smith something with the new parts being unlocked for you.
If the crafted weapon ends up with worse stats you get less money and the opposite.
 
Crafting swords for noblemen is a quest I'd like to see in the game, the quest completing only if the weapons is of certain quality/tier or higher.Seems like a good way to make use of the smithing skill. Also perhaps "Gang leader nees weapons" could also be a smithing quest?Smithing in general allows for a lot of quests to be added. But I also think that maybe should wait untill after the rework of the crafting system.
 
Adding a quest that actually addresses smithing would be beneficial. Smithing right now is in a weird spot where everything related to it has no impact or relation anywhere else, to the point that one could probably remove smithing from the game entirely and nothing else would be affected. One could sell peasant tools for double-digit denars, or smelt those tools into raw materials that are somehow worth more than its whole product? It's not a very immersive system and leads to a severe disconnect from the game world.
 
Adding a quest that actually addresses smithing would be beneficial. Smithing right now is in a weird spot where everything related to it has no impact or relation anywhere else, to the point that one could probably remove smithing from the game entirely and nothing else would be affected. One could sell peasant tools for double-digit denars, or smelt those tools into raw materials that are somehow worth more than its whole product? It's not a very immersive system and leads to a severe disconnect from the game world.

Yep I agree here, it feels like another game. I like some elements about it, but I really dislike the random chance unlock, you should unlock parts that are related to the the type of weapons you have been working on. It makes it so that the player spends hours hoping to unlock one part by luck.
 
good idea, dives into the RP aspect quite well (if you want to be a smith). Maybe a Lord wishes to have you make a super smasher mace and would pay you more than the regular town trading option. +1 on the idea.
 
Crafting swords for noblemen is a quest I'd like to see in the game, the quest completing only if the weapons is of certain quality/tier or higher.Seems like a good way to make use of the smithing skill. Also perhaps "Gang leader nees weapons" could also be a smithing quest?Smithing in general allows for a lot of quests to be added. But I also think that maybe should wait untill after the rework of the crafting system.
There are some players who don´t like smithing, you would "lock" them out of those quests.
 
There are some players who don´t like smithing, you would "lock" them out of those quests.
Should be fine. Players that don't have smithing as a focus can always rely on companions to fulfill the quest. Even then, there's no reason that one character must be able to accomplish all the quests since unwanted/unachievable quests can be turned down.
 
Even then, there's no reason that one character must be able to accomplish all the quests since unwanted/unachievable quests can be turned down.
That´s true, but everyone should have the possibility to do any quest.

It´s like adding a hunting quests and you can only do it if you have like 50+ bow skill.
 
I don't see a problem with that. Players can make different characters to experience different content. Ironically, locking out quests based on capabilities would add immersion. In that example, a person without bow training should not be able to handle a bow to a satisfactory enough level for quest completion.
 
I don't see a problem with that. Players can make different characters to experience different content. Ironically, locking out quests based on capabilities would add immersion. In that example, a person without bow training should not be able to handle a bow to a satisfactory enough level for quest completion.
Exactly, not every character needs to see all content every play through.
 
I really dislike the random chance unlock, you should unlock parts that are related to the the type of weapons you have been working on

Some guy made a youtube video where he cheated in all the mats and spent several in game years trying to unlock all the parts. He failed. I can't post a link to the video as it seems to have vanished.

I agree that if you are smelting a sword, you should not get axe parts. I only did smithing one play through and that was with a stamina mod. I was able to unlock a wide variety of doodads and gizmos, most of which seemed to be a little use.

Once my practice swords started showing up in the market, I swore off smithing in it's current form. Crafting you own elite gear would be cool, if the whole system wasn't so annoying.
 
That´s true, but everyone should have the possibility to do any quest.

It´s like adding a hunting quests and you can only do it if you have like 50+ bow skill.
Umm... There's raiding village activity which I almost never do as I most often play as a honorable and noble character. I would raid the village only if I play dishonorable lord or a bandit.

Roleplaying games are roleplaying exactly because there are some things you want to do, and some that don't... Even if there ARE options to do them.
 
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