Suggestion: Weapon crafting needs work

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Scarf Ace

Sergeant Knight at Arms
I think the main flaw with the current system is its sheer randomness in the way you unlock weapon parts. Why is it that I make a mace in Vlandia, and my character's all like "oh yes now I know how to make a Flyssa blade"? It's a bit silly.
It also seems like unlocking parts in general just seems like a long-winded, tedious task. I think this actually has more to do with this randomness than anything else.

I think it could all be a lot less random. The same seems to be the case with smelting weapons, the parts you unlock are unrelated to the weapons you smelt.
Say, you smelt two or three Spathas with the same sort of guard. You should unlock that guard. Simple as that. That way, if you decide to play a Blacksmith character, it'd be all about travelling the lands, buying/looting local weapons in order to take them apart and learn how to make their individual components, thus learning the ways of the local smiths, region for region.
Unlocking new parts by smithing too should be based on what parts you used to make the weapon. Using Vlandian pommels should result in unlocking more Vlandian pommels, etc. That way, if you decide to "specialise" on making certain weapons of a certain region, you'd in a sense become an expert in that field, as you'd specifically unlock a bunch of parts in that general style.
In addition, when learning parts by making them, the unlocked parts should be of a similar tier (say, +/- 1). I got a Tier IV spear shaft from making a weapon out of starting components, and that just ain't right. By making the tier of the unlocked components less random, it would give you a better sense of progression. You'd unlock things more tier-by-tier instead of getting this weird patchwork of different qualities you get atm.

Perks could of course still speed up things in terms of unlocking, I don't think things would need to change there. Also, you could have travelling master smiths in taverns that can teach you how to make specific parts, for a certain fee. That way, if you really want to use a particular handle or whatever, but can't find enough weapons that have one, you can decide to spend a bunch of dosh to learn how to make it instead.

Finally, I noticed that sword blade stats probably should be rebalanced to seem more natural. For example, I noticed that a lot of broad blades with very rounded tips deal more pierce damage than more finely tapered ones. For example, compare blade stats on two-handed tier V blades. The Thamaskene Kaskara blade, by far the pointiest, deals only 48 thrust at default length compared to the super fat Mountain Blade's 54, but for some reason, this narrow, pointly blade deals far more cut damage instead.
It'd make far more sense if it were the other way round.
 
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I agree! The smithing system would make much more sense if things were like what you explain here. (However it doesn't seem that bad right now)
I'd say having no rhyme or reason to a system is pretty bad.
For testing's sake, I made a new file. The first smithing I did was smelting a little axe I got from a looter. I unlocked a Tier II dagger guard. Why'd I unlock that, and not for example the small spurred axe head that I just smelted, or a new haft design?
I then took a pitchfork apart and unlocked a sword pommel. This needs to change.
 
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