Currently we all know how the Hell-Forge works, if you've forgotten then see my handy quote
The Hell Forge contains the fire of hell itself. Known to contain great power, the fires of hell can be used to unlease the true potential of any item, increasing its statistics permanently (except for hourly 'Gain' stats). Each time you use the forge on an item to increase its forge level (see the guide below) costs 10 FallenSword Points.
Note also if an item has already been forged, you can 'Extract Flame' from the item, to re-gain 50% of the FallenSword Points back.
A long time ago (in a galaxy far far away) the Hell-Forge was used by alot of the top players as the boost it provided allowed players to become alot stronger and level up alot quicker.
The proposed changes would include taking the game down for a short period of time and "unforging all items" and returning any spent FSP to their owner.
The new forging idea would be based upon the items level, meaning more powerfull items "could" get greater improvements (at a greater cost). The cost would also be modified so that forging would now use more gold and less FSP. Note : In the new system there would be no way to "un-forge" an item.
At level 1 forging would now cost 2 FSP.
At level 2 it would be say 200 gold multiplied by item level. (so 20000 gold for a level 100 item)
At level 3 it would be say 400 gold multiplied by item level. (40000)
At level 4 it would be say 800 gold multiplied by item level. (80000)
At level 5 it would be say 1600 gold multiplied by item level. (160000)
Obviously these are not final numbers, but an example.
Now for actually item bonuses, before the last changes to the Hell-forge it worked on a % of the each individual item stat. I dont remember the actual values but I do remember it being game breaking. I think a better way would be to work out a percentage based on the item level, and add the bonuses this way, I do realise +5 to all stats and level 150+ doesn't quite cut it. Ive been messing around with some maths and stuff, don't have anything concrete yet for this second part. However I'm something along the lines of a % against the item level to all stats. For example each level would be 2% against all item stats, so for the above level 100 item, this would apply a bonus of 4 to all relevenat stats. So if maximum upgrades were purchased at level 100 you would achieve 20 to all relevenat stats.
I would like some feedback on the above thoughts and if you have time can you please vote in the above poll.
Thanks in advance 8)

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