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Make magic item crafting exorbitantly expensive

 
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Sun Apr 12, 2015 6:20 am    Post subject: Make magic item crafting exorbitantly expensive Reply with quote

One of the things that sets shadowgate apart is the exploration. It feels D&Dy. Especially early levels, going through , goblin keep, the perytons and huff's house. Getting those magic items means something. Its also why the teens suck, exploration is barely rewarded. And there is little incentive to run through an area multiple times item hunting. But Shadowgate's items are important, have stories attached to them an instead of being props for RP, add to the RP.

Now I was ecstatic about item enchantment. As suddenly it meant that 90% of the mud would become relevant again. As people hunted for those cool +2 items to turn into +7s.

But as I was laying here I realized something, item enchantment was also going to include other bonuses. And I know from other muds I tried and left, when people can make anything, everything becomes unimportant.

So I just want to put out that I think magic item crafting should cost lots of gold, experience and item components. You want an axe that does knockdown? Should be ready to cough up a level, a million gold and collect dizzyroot from the deepest recesses of the dark forest.
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Nienne
Immortal


Joined: 17 Nov 2006
Posts: 2546
Location: Aussieland

PostPosted: Sun Apr 12, 2015 7:43 am    Post subject: Reply with quote

Don't worry, we fully intend for it to be so. It will need to have both gold & exp cost, as well as finding suitable materials (needing exploration anyway) to make. There has to be a trade-off to being able to make something exactly personalised to what you are wanting Smile
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Verbannon



Joined: 30 Sep 2013
Posts: 385

PostPosted: Sun Apr 12, 2015 12:44 pm    Post subject: Reply with quote

Oh good. Just one of those 'while trying to sleep' thoughts that entered my head.
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