An Idea to make the game more immersive

Hi,
i got an idea about all the trade and stats system. In all the RPG every object has some stats that you can see and compare. E.g. a sword with 10 dmg or an armour with 5 defense. So, if you go in a shop you can see that the better swords cost more than others…

My idea is to link the “impression” of the quality to your skills; e.g. you are a master fencer, and a bad trader. If you see a sword you can immediately understand how good it is in combat (so instead of stats the game will display some verbose information like: “the sword is very well balanced and fast”. But how much does it cost? Your trade level is low so u are not able to give it the real cost. The cost depends even on materials, forges, history maybe… if you like that sword (because is good) maybe you will pay more than the right price because you are not able to understand the value. On the opposite, a fine trader will understand the right price even if he doesn’t full understand the stats of that weapon.
In this way the game could result more immersive… imagine to find a very powerful rusty sword in a shop… few coins because it is rusty, but you know that in reality that sword is really good!

Obv, u can use this system even on compare: “this sword is better than the one you equipped”

What do u think?

13 Likes

Sounds like a decent idea to me, I’m sure a lot more factors would go into it than that though. I like the idea of relying on material types and such and would prefer a very strict hit box system with a realistic materialistic defence over just some random numbers saying that this is better than this and you should wear or wield this instead.

What I’m getting at is, this would fit perfectly with your idea, even if you could judge how damaged an armour type is by what it looks like or how much of the body it protects. This would affect values. Maybe your “trader” level gives an estimate of what you think it’s priced at and you actually manually choose a price, with the estimate more likely being closer to a decent and agreeable price the higher your skill.

Rant over. VaneFox out. Next guy in.

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In my humble opinion that would be very interesting.

And I would add some more dynamic: you see a sword for the first time you would think that that sword is great. But after seeing another sword that is better, the first one will become, for example, a normal sword.

Or even in the contrary, you thought your sword was terrible but all the other that you meet are even worst, so your terrible sword would look like is a great sword for you.

That’s quite a cool idea. I can imagine it could get a bit frustrating if you’re paying through the nose to find out you’d been sold a lemon but it would definitely add to the game and make your skills more meaningful in the long run.

2 Likes

This seems like a great idea. I think I that in a game like this I would rather not see the stats of weapons and armor. This would make browsing a blacksmiths wares more interesting and exciting.

Sounds like a good Idea I don’t think the compare system should be in it I think it should go about how good your smithing or maybe a combined thing with being a swordsmen the know how on, how much damage the weapon would do and the only way to find out is to practise on tree or something and the durability of the weapon how much does it cut stab or chop should depend on how the crafter made it or how the adventurer found it!

a swordman would be able to estimate the value of a sword based on quality. this system is trying to fix something that isn’t broken, and actually breaks a couple of things.

A Swordsman with no trade skills are you kidding?

“This is a nice sword, how much?” . . “Really! How about I run you through with it?”

Best trade skill of them all.

1 Like

Amazing idea man! Gotta agree with @CarpalTony, no stats! If I have the skill, I KNOW the sword is better. Of course, better material (like steel instead of iron) would probably make it easier, but it’s an amazing idea and I would like to see it put into use!

Definately a good idea! I like the fact that this could be a work around for a random number on the sword displaying the dmg and other stats. I’d like something like that in the game. You would see a longsword in a shop for example and if you’d want to know about the quality you can ask the smith to hand it to you to take a closer look. If you are an unexperienced fighter and a bad joke of a blacksmith you might not be able to learn much from taking a closer look. It might say f.e. It’s a heavy longsword, the blade seems to be sharp, it has jewels on the hilt. Now you have all the information you could get by looking at it without deeper knowledge. The longsword could be a unique and well crafted sword or it is a heavy pile of iron with glas stones applied to it.
If you are an excellent fighter you will be able grasp the details. You take a look at the longsword and it might say. You see a beautifully crafted, well balanced longsword. The blade is in excellent shape and was sharpened recently.The best damacian steel was used to forge this sword. The hilt has beautiful rubys and diamonds attached to it. This is a sword for a lord.