Hello. > Quite some time ago, it was enabled on Metalforge but removed due to > player complaints. > > What people didn't like about it was merging issues in their inventory > window. They would (for instance) have 8 different Boots of Speed all > because they would not merge together to be Boots of Speed x8; the > material types (different hides; dragon, wolf, serpent, etc.) was > determined to have caused this.
My opinion is that almost all archetypes should have a fixed precise material, eg fixed wood, or metal, or other material. Using random ones should be limited to specific cases, including maybe quests items... > The goal or hope of the original developer for this feature was to > implement task quests in the game like find a NPC a stone amulet, a gold > sword, serpent skin leather armour, etc. and then collect a reward. Indeed, this could be done. This can already be done, though, through the 'materialname' and 'material' things. Currently, right now, the material is used for two things: - when animate weapon is used, to give resistances to the golem - for throw saves to know if an item is destroyed or not by an attack Nicolas -- Mon p'tit coin du web - http://nicolas.weeger.org
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