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Re: make 'new' crafting components weightless and sellable .
Posted: Tue Jun 28, 2016 12:30 pm
by Hoihe
LISA100595 wrote:I agree, there are some things in the game that need to have their weights reduced to a "normal" amount. I've seen clothing weigh 10 pounds.. *blinks* I don't even think my old floor length leather jacket weighs that much. lol
If we're going this way, we might need to touch up on weapons.
Can't remember the IG values, but longswords are definitely lighter than sold as IG.
Albion is considered to be one of the best and most authentic sword recreationists, if not the best.
http://www.albion-swords.com/swords/joh ... bljana.htm
http://www.albion-swords.com/swords/joh ... oeborg.htm
http://www.albion-swords.com/swords/joh ... rescia.htm
http://www.albion-swords.com/swords/alb ... hander.htm
http://www.albion-swords.com/swords/alb ... chduke.htm
http://www.albion-swords.com/swords/alb ... er-xva.htm
http://www.albion-swords.com/swords/alb ... an-xva.htm
http://www.albion-swords.com/swords/alb ... xviiia.htm
http://www.albion-swords.com/swords/alb ... arozzo.htm
Greatswords range 2 kg to 4, so maybe we can go with the average of 3 and say they should weight 6 lbs on the server.
Longswords 1 kg to 3, so we could say 4 lbs... the same for rapiers.
IIRC our longswords on the server are 8 lbs?
So yeh, if a bar of steel weighs so little... a bit of fur, or ectoplasm especially should be much, much lighter.
Re: make 'new' crafting components weightless and sellable .
Posted: Tue Jun 28, 2016 12:36 pm
by Thorsson
This is a game. It's not supposed to be completely accurate to real life. Weight is there to help balance things and make sure people can't carry ridiculous amounts of stuff around, given how the carrying capacity ramps up with high Str.
We shouldn't go messing around with the rules unless there is a clear need to do so. I don;t see one here.
Re: make 'new' crafting components weightless and sellable .
Posted: Tue Jun 28, 2016 12:40 pm
by chad878262
IMO there is both mechanical and real world reasons for certain things to have '0' effective weight. I am helping a friend move and carrying a heavy chair from the living room to the moving truck, sliding a pen in to my pocket will not suddenly make me unable to move with the chair. Mechanically speaking, if we were to make ectoplasm or anything else have a weight of zero, it doesn't mean it weighs nothing (again IMO) just that it weighs so little as to make no difference. While in the real world you could argue that a ton of feathers weighs just as much as a ton of bricks, but practically speaking you will be burdened by the size/amount of feathers before the weight becomes an issue. This is what inventory slots represent so again, feathers having 'zero' weight makes sense, you still can only carry so many before you run out of inventory space.
Re: make 'new' crafting components weightless and sellable .
Posted: Tue Jun 28, 2016 2:52 pm
by Thorsson
And your evidence that ectoplasm weighs nothing comes from where? I would also point out that other crafting elements are giant beetle shells. Would these really weigh nothing? I sense sophistry in these claims.
Re: make 'new' crafting components weightless and sellable .
Posted: Tue Jun 28, 2016 4:14 pm
by Maecius
Duster47 made a call as our lead developer, and that's what we'll be going with.
Going to lock this thread as it's considered a closed issue. Suggestions for individual items may be considered, individually, in a new thread in the appropriate forum.