magic properties of items are to overwhelming
I spend more time in the belongings tab than actually playing the game with just with 7 ppl managing their equipment needs/likes/dislikes.
It would help if magic properties of items where limited to certain item classes - like offensive ones to weapons, defensive ones to armor, crafting buffs to gloves, speed buff to shoes asf.
Version:
Fixed In:
Ok, so this is going to get somehow lengthy, but last night (after once again getting lost in cloth-pig/cow/deer-hide/leather-bronze part-of-thisandthat), I thought about how the whole system could be less confusing:
1. enchantment slot(s?) for "general attributes":
- "mighty": +damage, limited to weapons
- "sturdy": +armor, limited to hide/leather/bronze/steel
- "swift": +movement. limited to feet
- "cunning": +bonus to whatever skill you use, limited to gloves
2. enchantment slot(s?) for "skills"
- melee: limited to melee weapons and metal armor
- ranged: limited to ranged weapons and hide/leather armor
- nursing: cloth (gloves only?)
- production skills: cloth/hide/leather (gloves only?)
this should generate more "interesting" items and naturally give specific outfits (no more steel sabatons of farming)
Whilst generating an item you have a couple of decisions to make:
1: propability to have a general enchantment
2: propability to have a skill enchantment
3: propability to have further enchantments
all these should be based on (crafter_skill - item difficulty) and decrease for (enchantment_slots_filled / crafter_skill)... or so I guess =)
Finally: it would be less confusing if there weren't different names for the same skill-echantment...
Thanks for listening...