Greetings, I would like to make another suggestion about the upcoming Kingdoms project. This suggestion is in regards to the items that players will utilize on them when experiencing the module. I believe every weapon and armor piece should have a certain condition rating. In Warband this was seen as: lordly, reinforced, hardened, thick, sturdy, etc. when the item was in poor condition it was read as: rusty, chipped, Lame, crude, battered, tattered, cracked, etc. Each of these conditions had a certain level, for example lordly was considered +6 of its original armor rating and cracked was considered -4 of its original armor rating. Many MMO's and RPG's already have a system like this incorporated and I believe it will be a very nice fit for Kingdoms.
This system would also motivate players to play as smiths as their abilities and functions would always be necessary. In turn, there will always be a high demand for serfs because there would be a demand for the materials to be gathered to have the repairs made in the first place. I believe it would set up a nice system that will help the atmosphere of the module with mutual benefactors to all classes.
Greetings, I would like to make another suggestion about the upcoming Kingdoms project. This suggestion is in regards to the items that players will utilize on them when experiencing the module. I believe every weapon and armor piece should have a certain condition rating. In Warband this was seen as: lordly, reinforced, hardened, thick, sturdy, etc. when the item was in poor condition it was read as: rusty, chipped, Lame, crude, battered, tattered, cracked, etc. Each of these conditions had a certain level, for example lordly was considered +6 of its original armor rating and cracked was considered -4 of its original armor rating. Many MMO's and RPG's already have a system like this incorporated and I believe it will be a very nice fit for Kingdoms.
This system would also motivate players to play as smiths as their abilities and functions would always be necessary. In turn, there will always be a high demand for serfs because there would be a demand for the materials to be gathered to have the repairs made in the first place. I believe it would set up a nice system that will help the atmosphere of the module with mutual benefactors to all classes.