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Ulfberht Weapon System


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#1 Campitor

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Posted 13 February 2014 - 03:31 PM

 

 

Historical note: Ulfberht weapons were high quality steel swords used by Vikings. They were far more durable and held an edge better than other contemporary weapons. Due to this they were highly valued by everyone. There were even cases of blacksmiths making cheap knockoff versions of these weapons in order to capitalize on the name.

 

http://en.wikipedia.org/wiki/Ulfberht

 

http://www.pbs.org/w...king-sword.html

 

System: Create Ulfberht weapons of all types for players to constantly refine and break down. When they are broken down they create enchantment stones used to upgrade more Ulfberht weapons with unique enchantments that allow users to customize their weapons. The enchantment stones can be refined to create more powerful enchantments to use on the Ulfberht weapons.

To refine these weapon players should need to hunt in high tier dungeons to receive Ulfberht Whetstones/Weightstones which will be used to refine the weapon.

 

The Guts:

 

Weapons to create:

Chart1.jpg

 

Whetstones and weightstones:

 

Based upon the difficulty of the dungeon the chances of receiving should be increased based upon the danger that dungeon represents. Low to middle tier dungeons should not have any chance of dropping refinement stones. The Whetstones and Weightstones required will ONLY drop in the dungeons while wielding one of these weapons.

The idea behind this in to reward players for going to the deeper darker dungeons and taking greater risks for greater rewards.

 

Refining:

 

There will be a special Ulfberht refining smith (perhaps one of the dwarves?) who will take the whetstones/weightstones from the users and upgrade the weapons up to +4 Safely. After +4 There is a chance that the item will break and some enchantment stones will be returned, about half as much as if the item was purposefully broken for enchantment stones.

Chart2.jpg

 

Enchantment Stones:

 

There will be 3 categories of enchantments that can be put into weapons. Each weapon will be able to take up to 3 enchantments 1 from each category corresponding to the 3 card/enchantment slots possible. Breaking down a weapon at the Ulfberht Weapon Smith will give a number of tier 1 enchantment stones based upon the refine level of the weapon. The number of 1-3 Category stones received should be able the same.

 

Enchantment stones can also themselves be refined in order to increase the power of the enchantments they bestow. Each enchantment will have 5 tiers on and multiple stones can be combined at the Ulfberht Weapon NPC by combining 5 stones of the previous tier.

 

Chart3.jpg

 

Enchantment Types:

 

Enchantments will each have a category to which they belong. Each enchantment will only be able to be put into the corresponding slot for that category and will not be able to be slotted elsewhere on the weapon. The 4th slot on the weapon will be taken up by a card so that users can see their enchants.

 

Chart4.jpg

 

 

Obtaining the Weapons:

 

In order to increase the value of castle loot and increase player participation on WoE the primary way of obtaining one of these weapons should be through Ulfberht Weapon Relics. These relics can be identified by the Ulfberht Weapon Smith to determine what weapon the player receives based upon character Job.

 

As an alternative for those players who do not desire to PvP; Ulfberht Weapon Relics can also be obtained as a common drop from MVPs and minibosses,  as well as a rare drop from the normal monsters in the high tier dungeon.  This is to further encourage players to hunt in those dungeons.

 

Ulfberht Weapon Smith (Maybe a dwarf?)

 

The Ulfberht Weapon Smith will provide all the needed services for the characters wishing to do any activity with Ulfberht Weapons. Price chart should be as follows.

 

Chart5.jpg

 

Item Movement

Chart6.jpg

 

Further Incentivizing Player Use:

 

While having one of these weapons equipped inside one of the high tier dungeon the weapon can impart a chance to drop mini WoE supply boxes similar to but not as awesome as the boxes that drop in Guild Dungeons.

 


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#2 thatfool

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Posted 13 February 2014 - 03:36 PM

1st?


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#3 Campitor

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Posted 13 February 2014 - 03:37 PM

1st?

I believe I have the 1st post in this thread.


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#4 Themes

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Posted 13 February 2014 - 03:38 PM

So what's the purpose of this system? To add a new "top tier" of weapons? Are they going to be better than what's currently available or merely give people a way to re-create weapons themselves without having to hunt or buy cards to make weapons.


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#5 Tolrin

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Posted 13 February 2014 - 03:44 PM

This sounds like a lot of effort, and seems neat, but I'd rather just have KVM, satan morroc, and new world implemented first.


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#6 zerowon

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Posted 13 February 2014 - 05:43 PM

i agree with tolrin here lets get past Kvm, satan morroc, and new world before we get into this its already been a year heck we cant even make giant majestic goats cuz it takes 4 to 6 et runs and you might have enough fragments for one but we can buy the doll in vends already. 


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#7 MattyL904

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Posted 13 February 2014 - 07:39 PM

So what's the purpose of this system? To add a new "top tier" of weapons? Are they going to be better than what's currently available or merely give people a way to re-create weapons themselves without having to hunt or buy cards to make weapons.

 

YEP!!


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#8 Xellie

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Posted 14 February 2014 - 01:30 AM

Before I can comment further on this.... it definitely gives some depth to RO that we may need later on but I would need to know the effects and stats of proposed weapons. For example a high atk weapon that gives SP to an aco class char is a TERRIBLE idea. Etc. A weapon that gives flee/crit to a sin is a good idea.

 

Status resists on weapon? That could have some interesting consequences. Interesting because I'm not sure if it is good or bad but I do know it would be a large game changer.


Edited by Xellie, 14 February 2014 - 01:31 AM.

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#9 Jaffer

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Posted 14 February 2014 - 07:48 AM

Before I can comment further on this.... it definitely gives some depth to RO that we may need later on but I would need to know the effects and stats of proposed weapons. For example a high atk weapon that gives SP to an aco class char is a TERRIBLE idea. Etc. A weapon that gives flee/crit to a sin is a good idea.

 

Status resists on weapon? That could have some interesting consequences. Interesting because I'm not sure if it is good or bad but I do know it would be a large game changer.

 

It'd probably be best to wait for numbers to come out before jumping to conclusions Xelliekins.  If each enchant is something like 10-20 SP, while it is a boon, it's not exactly game changing.

 

Of course if each enchant would be 100-200 SP, well -_-.


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#10 Zinja

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Posted 14 February 2014 - 08:21 AM

why does it sounds like renewal rehashed /renamed weapon /mora enchants?

not sure how these enchants will figure out in classic mechanics..


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#11 Hrishi

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Posted 18 February 2014 - 06:36 PM

Looks pretty interesting. What is the intent? Status effects on weapons can end up being a big game changer (for better or worse). Certainly gives a bit of depth and could be interesting, but the numbers on these stats are very important.


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#12 heyxsean

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Posted 18 February 2014 - 08:40 PM

this isn't renewal  -_- lol the little things matter a lot to chars

 

the numbers are definitely important but whatever it turns out to be will still be gamebreaking or too idiotic to care 


Edited by heyxsean, 18 February 2014 - 08:40 PM.

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#13 IlliterateGaming

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Posted 03 March 2014 - 11:22 AM

I'm not sure I fully grasp this idea but here's what I got so far:

 

> Hunt in PvP enabled dungeon

> Only high tier dungeons drop whetstones

> You can only find whetstones if you are using a weapon found in the dungeon (?)

> Weapons are obtained either as a reward for completing a dungeon or via monster drop (one of these?)

> Weapons will be randomly "artifacted" when dropped

> Weapons can be shattered into the sum of their enchantments

> Enchantments can be re-applied to a de-enchanted weapon

 

And then everything is limited by:

 

Chart6.jpg


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#14 iamvrypwrful

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Posted 25 March 2014 - 02:27 AM

game is fine how it is zzz


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#15 AlmrOfAtlas

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Posted 25 March 2014 - 05:44 AM

Personally, this sounds like a system with a lot of potential that:

 

  1. Should replace the current weapon system in RO if implemented (the whole thing, due to Ulfbherts rendering pretty much everything else obsolete), and
  2. Should have a presence in the Blacksmith skill tree.

Would refining the weapon have a chance to break it?


Edited by AlmrOfAtlas, 25 March 2014 - 06:19 PM.

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#16 st4rw4k3r

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Posted 27 March 2014 - 11:30 PM

I agree with Almr.
This system would render other weapons fairly useless.
And to add features of the system in the Blacksmith skill tree would bring more potential to a class that has very little of its own presence in game.

I think the system looks very interesting and it will bring in a new tier of powerful items that take time to gather, which is something that I have always loved doing. These long hunting and gathering trips force players to play more (or bot) if they want the item. And services that the players can pay for can be added to support their adventures for these items. I think that this looks to be a lot better than any of the item improvement systems that are in iRO so far, as it gets the players to be more active and they actually have to work hard for the items. Making the items account or character bound even further pushes the point that players have to work hard for something good.

Edited by st4rw4k3r, 27 March 2014 - 11:30 PM.

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#17 Campitor

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Posted 31 March 2014 - 02:34 PM

 

Would refining the weapon have a chance to break it?

Yes but if they break the player gets the enchantment stones sort like if they had chosen to break it down in the first place. This is to make the lost investment sting a lot less.


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#18 Ecclesio

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Posted 12 April 2014 - 01:34 AM

I think this could be really interesting. I'm not sure what the ramifications of such a weapon system might be. One concern that I have, like previous posters have mentioned, is these weapons could make many other weapons in the game useless.


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#19 IlliterateGaming

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Posted 12 April 2014 - 03:17 PM

I just want a dagger that splashes fatal wounds at +9 refinement. Then I'd be happy. lol


Edited by IlliterateGaming, 12 April 2014 - 03:23 PM.

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#20 Ralfi

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Posted 13 April 2014 - 08:54 PM

Classic will never be the same  -_-,  could make a lot of people angry if it makes other weapons useless(could be a weapon someone spent a lot of zeny on buying or trying to make), i don't think something like this should be implemented in.. just my opinion  <_<


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#21 kijudoav

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Posted 06 October 2014 - 05:09 AM

Wait a moment, what happened to Shotguns and Grenade Launchers from that list?
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#22 Ryokosha

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Posted 15 October 2014 - 06:54 AM

Classic will never be the same  -_-,  could make a lot of people angry if it makes other weapons useless(could be a weapon someone spent a lot of zeny on buying or trying to make), i don't think something like this should be implemented in.. just my opinion  <_<

I agree.

 

I want classic to be like on kRO during episode 13.2 and nothing else. Already too many changes done in my opinion. ^^"

 

This is WAY too custom for me to even find it acceptable.


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