01-09-2021, 09:44 PM
(This post was last modified: 01-10-2021, 01:48 AM by Bertram Anders.
Edit Reason: Edited to remove non-functional MyCode editing.
)
First of all I wish to state I have the utmost respect for Balanor and the staff here. I have been fortunate to play on Thay since it moved to EE and I participated in the beta testing.
Second, I freely admit I do not have all the information leading up to this decision. Having said that, however, question the reason behind this decision.
My questions & issues are as follows:
As SharranAes posted this rule means we can no longer forge items for a mercenary.
It means that if a player rose to faction leader they could not forge special items for their members. Nor could a High Priestess or a Red Wizard prepare gifts or aid their house member or Knight.
It means, as I had recently started working on, I cannot have a merchant and then forge items to be sold that I think are unique and might be in demand.
It does not address what happens to items that are forged and then sold, do they go poof when you attempt to sell them so you lose the gold involved in the creation. What if a player merchant bought one?
It appears that perhaps the issue may be that a crafted item considered powerful, ended up in the hands of a player. This appears to be a very unusual possibility since every item I have crafted has player level requirements on them. If something did slip through, then why not change the item level for that particular item(s) that is an issue instead of banning it in this way.
This is a major change to something that has existed since beta. I recall being involved in testing items on the forge. I would respectfully request that this decision be reconsidered for other possible work around to whatever issue exits to have cause this rule to be made. This is a dramatic and major change without any notice to the player base of the concern or its implementation.
Second, I freely admit I do not have all the information leading up to this decision. Having said that, however, question the reason behind this decision.
My questions & issues are as follows:
As SharranAes posted this rule means we can no longer forge items for a mercenary.
It means that if a player rose to faction leader they could not forge special items for their members. Nor could a High Priestess or a Red Wizard prepare gifts or aid their house member or Knight.
It means, as I had recently started working on, I cannot have a merchant and then forge items to be sold that I think are unique and might be in demand.
It does not address what happens to items that are forged and then sold, do they go poof when you attempt to sell them so you lose the gold involved in the creation. What if a player merchant bought one?
It appears that perhaps the issue may be that a crafted item considered powerful, ended up in the hands of a player. This appears to be a very unusual possibility since every item I have crafted has player level requirements on them. If something did slip through, then why not change the item level for that particular item(s) that is an issue instead of banning it in this way.
This is a major change to something that has existed since beta. I recall being involved in testing items on the forge. I would respectfully request that this decision be reconsidered for other possible work around to whatever issue exits to have cause this rule to be made. This is a dramatic and major change without any notice to the player base of the concern or its implementation.