Announcement

Collapse
No announcement yet.

"Training" weapons.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • "Training" weapons.

    Just throwing an idea out. Recently I have been fed up with how it becomes nearly impossible to skill up a weapon of such low levels that you can't decently skill them up in skillup parties, let alone ven join them. Say a Warrior leveled up to 30 using a one-handed axe, then realized how useful SA + Strumwind is. Or a BLM, who dosn't get a scythe untill 49(I think it was). I propose that SE added "training" weapons to allow jobs to skillup forgotton traits easier, for example:

    Practice Degen
    (Sword) All Races
    Level 25 All Jobs
    Damage: 7
    Delay:113
    Increases rate of Sword
    Skill improvements.

    Wooden Axe
    (Greataxe) All Races
    Level 25 All Jobs
    Damage: 21
    Delay: 203
    Increaces rate of Great
    Axe Skill improvements.

    What do you think?
    Originally posted by Ellipses
    Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
    Originally posted by MCLV
    A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
    More Sig:

  • #2
    Re: "Training" weapons.

    sounds like an excellent idea to me, but it should be very low dmg and higher delay if it has enhance skill learning :x
    WAR75/ MNK45/ WHM38/ RDM6/ DRG13/ RNG42/ BLM21/ THF45 /SAM22 /NIN53 /BRD64 /DRK11 /SMN12/BST28/ PLD13/18 BLU/17 COR/1 PUP

    "The man all the ladies want."

    Comment


    • #3
      Re: "Training" weapons.

      Mabye. What I did is took examples from regular lv 20 weapons, 5 levels below, and cut the damage/delay in half. It really depends on how much potency the increase skill rates is, but I figured a wooden sword would deal less damage but swing faster than an iron one.
      Originally posted by Ellipses
      Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
      Originally posted by MCLV
      A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
      More Sig:

      Comment


      • #4
        Re: "Training" weapons.

        lol, true O.o maybe these weapons could 'break' due to being made from wood :x
        ehhe your avatar is funny btw :D
        WAR75/ MNK45/ WHM38/ RDM6/ DRG13/ RNG42/ BLM21/ THF45 /SAM22 /NIN53 /BRD64 /DRK11 /SMN12/BST28/ PLD13/18 BLU/17 COR/1 PUP

        "The man all the ladies want."

        Comment


        • #5
          Re: "Training" weapons.

          If your skill level is so abominably low that you can't hit stuff in normal skillup parties, go solo Too Weak enemies for skillups until your skills are within shouting distance.


          Icemage

          Comment


          • #6
            Re: "Training" weapons.

            That still leaves the problem of people in the experience level of pre-skillup parties, let alone underskilled.
            Originally posted by Ellipses
            Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
            Originally posted by MCLV
            A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
            More Sig:

            Comment


            • #7
              Re: "Training" weapons.

              Sounds like a good idea to me, skilling up Marksman is a pain outside of an XP party.

              Comment


              • #8
                Re: "Training" weapons.

                Originally posted by Myaku
                Sounds like a good idea to me, skilling up Marksman is a pain outside of an XP party.
                Yeah, ranged weapons are probably harder to skill since they depend on distance.

                This idea reminds me of the training dummy idea I had, a second room of your MH where you had a 'training dummy' that had no attacks, but near-infinite HP and auto-regen, that you could just whamp on.

                Downside is that people would just leave their characters whacking away for hours, days, etc and skill up from 0-100 or higher without any effort whatsoever. I never did come up with a way around that.

                Yes, it was inspired by the Simpsons
                If you know how to download and use VRS, I am interested in being tutored.
                *There is a high likelihood anyone who tutors me will recieve mucho artses*

                Comment


                • #9
                  Re: "Training" weapons.

                  Um...this is FFXI. Nothing is supposed to be easy. Skilling up is just like every other activity: tedious and a pain in the butt. I think SE will introduce "training weapons" about the same time they give detailed instructions for quests, or allow us to alt-tab. In other words, never.

                  Comment


                  • #10
                    Re: "Training" weapons.

                    Actually if they had a chance to break it could bring a new dimension into the item. If you needed to carry 2-3 with you while skilling up it would be a nice new money sink and a new addition to woodworking. And SE does like adding wierd and whacky new items just for the hell of it. Though they should probably have similar delay to the real weapons, their dmg should definately be lowered.
                    "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                    Comment


                    • #11
                      Re: "Training" weapons.

                      yay for wwers! id make lots, and make lots of gil! ahahahaa lol >_>
                      but what would be the point of a wooden wand, pole, bow, xbow, and h2h? XD kinda silly lol
                      WAR75/ MNK45/ WHM38/ RDM6/ DRG13/ RNG42/ BLM21/ THF45 /SAM22 /NIN53 /BRD64 /DRK11 /SMN12/BST28/ PLD13/18 BLU/17 COR/1 PUP

                      "The man all the ladies want."

                      Comment


                      • #12
                        Re: "Training" weapons.

                        Make em plastic and have them be alchemy!

                        Actually, I just got hit with a bit of inspiration. Make them enchanted items that give skill up+. With limited enchantments they'll end up with the same result as the breaking idea, but will allow the player more control as to how long they last. If they just randomly broke it'd be possible to have someone lose them after 1-2 swings. If that happens repeatedly in the same night it'd be kinda annoying. But if they were enchantments you would know how long and how many more uses the items were good for.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

                        Comment


                        • #13
                          Re: "Training" weapons.

                          I like the idea of "increases rate of skillups" as an enchantment, honestly. However, I think this enchantment should go away if you remove the weapon.

                          Also, variable (i.e. 7~) damage would probably help, because if they're always at such a low damage rating, you'll constantly hit for 0 and never get skillups. It doesn't have to be comparable to other weapons, but enough that you can hit mobs and actually damage them.

                          That, or just multiple types of these kinds of weapons (e.g. Practice Greataxe, Practice Bhuj, etc.)

                          Comment


                          • #14
                            Re: "Training" weapons.

                            Originally posted by Ziero
                            Make em plastic and have them be alchemy!

                            Actually, I just got hit with a bit of inspiration. Make them enchanted items that give skill up+. With limited enchantments they'll end up with the same result as the breaking idea, but will allow the player more control as to how long they last. If they just randomly broke it'd be possible to have someone lose them after 1-2 swings. If that happens repeatedly in the same night it'd be kinda annoying. But if they were enchantments you would know how long and how many more uses the items were good for.
                            Yup, I actually really like that idea it would help out alot.

                            Comment


                            • #15
                              Re: "Training" weapons.

                              Just because it'd never happen doesn't mean it's not a good idea.
                              lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

                              Comment

                              Working...
                              X