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Vending machine magical items Posted: 30 Jun 2003 12:37 AM |
I have seen this topic come up in the various conversations time and again, and hopefully, once and for all this can be resolved.
Basically, the gist of the idea is "It would be cool if my character (joe insignificant), who has (certain items, wealth) could go to a (vending machine mob) and get them to create (some magical item - usually a weapon)".
Yes it would be nifty for all of about five minutes. Right before it sinks in that this is not a very original idea, and there comes a deluge of characters each with their own magical item(s).
There are numerous reasons why this is just a ridiculous idea:
* Firstly, magical enchantment isn't simply like slapping on an item tag. To create magical items, spellcasters use special feats. They invest time, money and personal energy (in the form of XP) in an item's creation.
* Given that we have a tradeskill system being expanded on, having a vendor mob (for all your item munchkin needs) would cheapen them, if not render them obscelete.
* Further, theres no way anyone would expend that amount of energy for complete strangers over the counter, this would involve at least a personal favour/quest.
* Given the enchantment, different spells are required, and a single spellcaster, or even a collection of spellcasters, will not have all the knowledge required to make every enchantment possible.
* Such items, when so simply gathered, cheapen the equivalent items that are found during adventuring. Because of this, builders will be tempted to make their items -even tougher- just so that they get some recognition. Also, mobs will need to be scaled up in difficulty so as to prove a challenge, and the poor new characters, just starting out and without access to these cool items would be mercilessly cut down.
* This format by which characters find their magical item makes for the most pathetic RP - "Oh hey, Bob the Blacksmith made me this awesome Axe", "Oh yeah, he made me this fantastic bow too!" - as opposed to spinning fantastic tales about how they came about their weapons during adventuring or DM lead quests.
On the flip side, most characters will yearn to be able to tweak their items, and it would add alot to their characters personality should this be allowed and i dont want to discourage this.
Once again, this has its own merits and pitfalls, as Ive seen automated versions of this to allow retarded item names like "HaXors hOlY hAmmAH of HaDeS!".
In the end.. i think the safest bet is to allow automated creation of basic, mundane items, but leave the magical stuff in the hands of the Builders, DM's and quest mobs. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
I think you are onto a good thing with those ideas Kell.
An item's value can only be measured by the time, pain and adventure it took to get the item in the first place. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
| [i:53f10cd045][color=olive:53f10cd045] *makes a mental note to refer future requests to this thread* Rest assured that the 'vender mob' wouldn't be in.[/color:53f10cd045][/i:53f10cd045] |
Aria
So talented, so troubled. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Many MMORPG's suffer from this fact, adding to it the effect of "camping" certain areas waiting for the monster to spawn and grab the item only IT has. While some quests find this alright (Such as the pack leader's heart), most often such things should NOT be constrained to various, misc. items or magic items of value (just as chests and barrels are rather random).
HOWEVER...with components for alchemy that are needed, such as fire beetle bellies, skeleton knuckles, etc, simple things for CNR ingredients should make a monster "hunted", as only it can offer the ingredient.
For misc. magic items and neat stuff though, I 100% agree with Kell.
~Fenarisk |
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