Board Thread:Suggestions forum/@comment-31507215-20170727132528/@comment-31507215-20170728184502

Minecraftmage113 wrote: S&#039;moregoth wrote: AlteOgre wrote: I'd say no, keep it all much simpler please. Though I do like the notion of systems like this, I feel it would unnecessarily increase complexity, something the mod team has spoken out against in teh past on multiple occassions: "We don't want it to become a full fledged MMORPG". This smells just a bit too much like that and I think it's not in line with how Mevans & friends want to design their game. A system like this should only work when blacksmiths can be found with real smitties in any faction / major biome anyway, not while the gear enhancement system is still heavily dependent on traders with smitty-backpacks. I'd still prefer to focus on character trait improvements in a broader sense if ever there will come more sophisticated additions to the 'combat enhancement system'. Not just only focussing on smithing as a skill category, which would simply imply many players spend a lot of time grinding smitty time, just like they do now with grinding money makers since PB33 launch. Ideally even gathering low value resources, building and exploring would contribute to the physical and mental skills of a player and any type of player would get some type of reward for their gameplay efforts, not just the ones grinding specific activities for top gear ... although I do realise that again would contradict the starting point of 'not wanting to create a full-fledged MMORPG' ... but hey, I didn't say that starting point was actually consistent with the mods development anyway. ;) You make some good points, but here are my thoughts on your argument:

My biggest problem with your argument is that traveling traders (as far as I know) can't smith stuff for you. It is just the blacksmiths that you find in smithies. If that is in fact not the case, then I think it should be changed.

You also mentioned that we should focus on character traits in a broader sense. I do agree, but (aside from contradicting yourself, as you mentioned) why not let this be a start to that? I never said that this must be the only mechanic related to character development.

That is what I am thinking, but feel free to argue back if you want! Thanks for sharing your thoughts!

@MCMage - I don't quite understand what you are trying to convey. Sorry. essentially, someone could just train up a maximum mod to be more common than a lvl 1 or 2 one, and considering most people simply go for max in everything I feel they will just do the level 1 and... nevermind. It seems a little odd that you would post that much, just to end with "nevermind". If it was really a nevermind, I would think you wouldn't post it at all. I would like to hear your thoughts, even if you think that they aren't the greatest. (Please understand that I am not trying to be rude, I am just explaining my logic.)

Are you "saying" that people would train so much that they will end up with the best enchantments being more common than the lesser ones? If so, that is why I mentioned that there should be a maximum lesson limit. That way, you could get really good, but only to an extent, instead of taking 20 lessons, and only ever getting Legendary, with no negative modifiers.