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Bow Carving
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
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 Post Posted: Tue Mar 08, 2005 3:18 pm    Post subject:
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Kit wrote:
So troopers don't get profession bonuses to core skills? That's so odd! I'll definately have to rethink the whole 'core skill' thing. I thought that professions got their bonuses in what they trained as cores.


no, they get bonuses according to what they're given bonuses to. pretty sure artisans can get a nice bonus to sculpting and drawing, but they aren't core skills.
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Kit
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Joined: 31 Aug 2004
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 Post Posted: Tue Mar 08, 2005 3:21 pm    Post subject:
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soundless wrote:
Kit wrote:
So troopers don't get profession bonuses to core skills? That's so odd! I'll definately have to rethink the whole 'core skill' thing. I thought that professions got their bonuses in what they trained as cores.


no, they get bonuses according to what they're given bonuses to. pretty sure artisans can get a nice bonus to sculpting and drawing, but they aren't core skills.


Thanks, I didn't know that.
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soundless
EIGHT YEARS OLD!!!


Joined: 22 May 2004
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 Post Posted: Tue Mar 08, 2005 3:31 pm    Post subject:
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as per the website, profession-based skill bonuses that aren't core skills:

agents: stealing
artisans: drawing, sculpting
bureaucrats: streetwise
mercenaries: all weapons
performers: persuasion, wind, rhythm, stringed
technicians: pulse, security
trackers: handle animal

pretty sure that is accurate. could be wrong. who knows!
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A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death.


Last edited by soundless on Tue Mar 08, 2005 3:39 pm; edited 1 time in total
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Kit
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 Post Posted: Tue Mar 08, 2005 3:34 pm    Post subject:
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soundless wrote:
as per the website, profession-based skill bonuses that aren't core skills:

agents: stealing
artisans: drawing, sculpting
bureaucrats: streetwise
mercenaries: all weapons
performers: persuasion, wind, rhythm, stringed
technicians: driving, nautical, pulse, security
trackers: handle animal, athletics, fishing, nautical, swimming, craftsmanship (unless i misread what proficiency means)

pretty sure that is accurate. could be wrong. who knows!



For techs, that isn't right. I have nothing for driving or nautical.

I think those aren't bonuses as like...lesser rt or something.
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soundless
EIGHT YEARS OLD!!!


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 Post Posted: Tue Mar 08, 2005 3:38 pm    Post subject:
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Kit wrote:
For techs, that isn't right. I have nothing for driving or nautical.

I think those aren't bonuses as like...lesser rt or something.


yeah, i mixed up proficency bonus and ability bonus. woops.
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soundless
EIGHT YEARS OLD!!!


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 Post Posted: Tue Mar 08, 2005 3:45 pm    Post subject:
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yeah, i'm replying backwards. nyah.

Kit wrote:
An artisan with no skill in archery would make a mighty pretty, but a still incredably poor bow.


why? that's not how it works for armor making. in the event techs can make medic equipment, are you implying that you should have to learn medicine/surgery in order to make it function properly?

anyway, archery skill is used in bow making. but since a wide range of things are considered when making a bow, and archery isn't set up as a cornerstone (the same goes for craftsmanship), it is perfectly possible for someone with low archery to make a good bow, just like how someone with low craftsmanship can make a good bow.
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Tugor
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 Post Posted: Tue Mar 08, 2005 5:16 pm    Post subject:
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I am of the opinion that both skills should be needed\required. And that one skill should never be able to make up for the other. I.e. someone with alot of craftsmanship wouldn't be able to make a better bow than someone with half as much but the other half made up in that particular weapon.
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soundless
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 Post Posted: Tue Mar 08, 2005 6:00 pm    Post subject:
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Tugor wrote:
I am of the opinion that both skills should be needed\required. And that one skill should never be able to make up for the other. I.e. someone with alot of craftsmanship wouldn't be able to make a better bow than someone with half as much but the other half made up in that particular weapon.


i'm not sure if i agree or disagree with that, but almost every system, combat, creation, or otherwise, works with a checks and balances structure like that.

it's easier to understand why the systems work the way they do if you look at it as a formula.

let's say the formula is:

Code:
(archery skill + craftsmanship skill)/4 + (coordination + mentallity + perception)/3 = points


so you got bob, with 200 archery, 0 craftsmanship, 100 coord, 0 mental, and 50 perception.

Code:
(200 + 0)/4 + (100 + 0 + 50)/3 = 75


then you got bill, with 100 archery, 100 craftsmanship, and 50 in each stat.

Code:
(100 + 100)/4 + (50 + 50 + 50)/3 = 75


finally, you got bubba, with 25 archery, 75 craftsmanship, 150 coordination, 100 perception, and 50 mentality.

Code:
(25 + 75)/4 + (150 + 100 + 50)/3 = 125


now, bob and bill are tied in results, but have different skill/stats. meanwhile, bubba excells fine but is actually worse than both in terms of skill. he just got awesome stats.

as far as i know, it will ALWAYS be best to be the best at everything to make something or perform every action, with the exception of said action having a cap in what kind of result can happen. but, i see no reason to force someone to have to train everything in order to function, either.

i don't have yaru with high agility yet. he could dodge better with high agility, but his coord and perception is sick, so why bother?
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Platinumyan
Master Plush ;(


Joined: 14 Oct 2004
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 Post Posted: Tue Mar 08, 2005 9:35 pm    Post subject:
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soundless wrote:
as per the website, profession-based skill bonuses that aren't core skills:

agents: stealing
artisans: drawing, sculpting
bureaucrats: streetwise
mercenaries: all weapons
performers: persuasion, wind, rhythm, stringed
technicians: pulse, security
trackers: handle animal

pretty sure that is accurate. could be wrong. who knows!


Wheres the Psionics Love? <sigh>

Yan

P.S. Tongue in cheek people.
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Tugor
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 Post Posted: Wed Mar 09, 2005 2:10 am    Post subject:
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Haha check out the no skill wonder bow. 0 craftsmanship, 0 archery, nothing but stats involved in the making of this bow heh.

Code:
>app my long
You carefully look over a silbein longbow.
It is worn on or over a single shoulder.
Use of this weapon in melee combat requires proficiency in the blunt weapons skill.
Use of this weapon when fired requires proficiency in the archery skill.
You are certain it is of good quality and workmanship.
This weapon uses arrows for ammunition.
 
This weapon is capable of doing insignificant blunt damage.
This weapon is not suitable for piercing attacks.
This weapon is not suitable for slashing attacks.
This weapon is capable of doing impressive damage when fired.
 
It looks as though it would be clumsy at melee range.
It looks as though it would be advantageous at pole range.
It looks as though it would be practical at pilum range.
It looks as though it would be practical at missile range.
 
This weapon requires two hands to wield.
You are positive that a silbein longbow is worth $230.
Roundtime: 5 sec.

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HR-Hunter



Joined: 06 Sep 2002
Posts: 564
Location: [Deep Wilderness Shrine, Haelrahv]

 Post Posted: Wed Mar 09, 2005 5:24 am    Post subject:
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Wow, go outta town for a few days and the posts pile up.I can't reply to all of the posts in this thread, but I will address the main concerns.

The woodworking systems was a very early system in the game, it was live for a while before the game even opened. The quality and prices are set to what we felt the optimal cash and quality rates should be at the time. Obviously these numbers have changed over time, so I will be adjusting these one of these days.

Both archery and craftsmanship are checked in the calcs, but as has been guessed already, superior stats and being good in the alternate skill can make up for that. I'll be making the higher end bows more difficult to go with the higher cash and quality.

I'm not familier with the makers marks for other systems, but signing your work was one of the origional thoughts behind INSCRIBE. Just do it before you string it and after any sanding you might choose to do.

In games and movies the best weaponmakers are usually the masters of using those weapons. In RL however, that was never the case, and I tend to favor realism in these sorts of things. In historical times the master weapon makers were far too valuable to send into battle, and they spent their youth learning how to ply their trade rather then learn how to weild a weapon in war. In modern times, do soldiers and police officers make their own guns? No, because the specialists at making the weapons, whether it's a factory or an individual custom gunsmith, has more time to devote to improving the craft rather then devoting time to the mastery of the weapons use. Sure a bladesmith can swing a blade passably and a gun maker can probably hit a target, but they often rely on feedback from personal contacts in the user side to determine future improvements.

Troopers not having a bonus to their core skill pulse is really Morrigans to answer, but my understanding of the reasoning was that even if they don't choose to specialize in it, all troopers should be compatent with a pulse gun since they're standard issue in training.
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HR-Hunter



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 Post Posted: Thu Mar 10, 2005 4:28 pm    Post subject:
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Ok, I changed the difficulties on all the woods except gaoun, which directly effects max quality and price, give it a try and see if it needs tweaking.

This should effect all woodworking except possibly arrow fletching since I didn't make that.
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HR-Valla



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 Post Posted: Thu Mar 10, 2005 8:05 pm    Post subject:
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To give you guys a head up: Hunter's changes to wood working will directly affect ones fletching ability. And in the not so distant future fletching is going be touched up (this means that skills req's will be changing) as a new system that goes hand in hand with is implemented.
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TheTrackerChick
Babe of Doom


Joined: 15 Jul 2003
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 Post Posted: Thu Mar 10, 2005 9:14 pm    Post subject:
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woo hoo!!

You carefully look over a jalumin longbow.
It is worn on or over a single shoulder.
Use of this weapon in melee combat requires proficiency in the blunt weapons skill.
Use of this weapon when fired requires proficiency in the archery skill.
You are certain it is of remarkable quality and workmanship.
This weapon uses arrows for ammunition.

This weapon is capable of doing insignificant blunt damage.
This weapon is not suitable for piercing attacks.
This weapon is not suitable for slashing attacks.
This weapon is capable of doing excellent damage when fired.

It looks as though it would be clumsy at melee range.
It looks as though it would be advantageous at pole range.
It looks as though it would be practical at pilum range.
It looks as though it would be practical at missile range.

This weapon requires two hands to wield.
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 Post Posted: Sun Mar 13, 2005 4:04 pm    Post subject:
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So is it safe to say that everyone feels this is working as it should be then?
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