Talk:Inscription/Archive1

Please, Let me know if this post is against copy rights or not, the information was posted in a magazine, so is of public domain, but I ignore if it a summary of it is against any international copy rights.

Thank You.


 * Well, if you used your own words to summarize this (assuming you didn't cut and paste that sentence) and the entire article wasn't about this change, it's fair use. But I think the wiki decided to not use info from magazines anyway?  --Fyren 15:08, 5 October 2006 (CDT)

Big Deal with a capital B
This is huge. One will be able to buy a max staff in Kaineng, salvage the inscription, and put it on any skin they fancy. No more exorbitant costs for perfect zodiac staves. Or, you could craft a perfect Katana in the end-game of Factions, and put the +5 energy on any sword. This may be one of the hugest things to hit the player economy. --Tisiphone 14:26, 21 October 2006 (CDT)
 * AFAIK, they haven't changed being unable to salvage collector/crafter weapons... DKS01 17:02, 1 November 2006 (CST)
 * The whole reason behind this is because Anet themselves are trying to make a game based of skill, not how much you play or how much money you have. This will certainly lower the price of perfect weapons. This will bring it more to a level of "Ok, our gear is the same, now, lets see who's better". The price of rare skins will still be expensive, but not near as expensive as they are now. I see this as a good thing because, lets say someone just started playing GW, they find a max dmg weapon, a non-max damage wep with a 20/20 sundering, and a non-max with 15^50. Instead of possibly losing the 20/20 sundering, and having to pay 25K+(which they wont have cause there new), they will be able to put the sundering on the max weapon. Same goes for the 15^50, they dont need to buy a max dmg weapon with 15^50(which can be expensive depending on the weapon). They can simply make their own max dmg 15^50 20/20 sundering, instead of having to pay 50K+ that they dont have. This mainly affects us who have been here for awhile because it means all the stuff we paid good money for are now nearly worthless. Though when we make new characters, we will get equivilent weapons for no more than 10K or so. Besides, I wouldnt want to buy 80K+ worth of upgrades to give my hero's decent weapons. --Mwpeck 11:00, 22 October 2006 (CDT)
 * Actually they mentioned that PVE inscriptions are not all that common, didnt they? -Anooneemiss 22:32, 26 October 2006 (CDT)

"To the Pain!"
There's been plenty of The Princess Bride references. I love it. --Armond Warblade (talk) 00:28, 26 October 2006 (CDT)

Use
Can inscriptions be applied to any non-green weapon or offhand item of the appropriate type? The update notes mentioned blank inscription slots. If they can only be applied to slotted items, does salvageing an incsiption without destroying an item free up the slot? Are inherent mods on existing weapons considered inscriptions? -- Gordon Ecker 04:12, 26 October 2006 (CDT)
 * An item needs to have a blank inscription slot in order to have an inscription applied to it. Salvaging an inscription from an item does indeed open up a free slot for another inscription.  The inherent mods on Tyrian and Canthan items are not considered inscriptions.  Only items from Elona will be inscribable, and as far as I understand, the inherent mod isn't always an inscription. Perceptes 10:33, 28 October 2006 (CDT)

Now Avaliable
Inscriptions are now avaliable to attack to new weapons and such for your pvp chars!!! Press J to open up pvp screen

Inscriptions duplcates
Inscriptions is also at Weapon upgrade, they both have lists but only one should do this. Xeon 09:16, 27 October 2006 (CDT)

"Leaf on the Wind"
lol, just found this one today Armor +x vs Cold Damage. its a reference to Serenety the movie (based on the show Firefly). The pilot of the ship would say that whenever things got difficult. I just watched it last night, then got the drop this morning lol.

Range or Max?
Do we want to list the maximum value for each inscription, or the range of values it can carry? - Lord Ehzed 18:59, 28 October 2006 (CDT)


 * I think we should list the range. It gives more information without cluttering the page to much.- Astrael 08:44, 30 October 2006 (CST)

Merge proposal
Content is redundant to Weapon_upgrade - for consistency, this article should redirect to that article. &mdash;The preceding unsigned comment was added by Barek (talk &bull; contribs) 19:24, October 28, 2006 (CDT).
 * I would be fine with merging this with the Weapon Upgrade article. However, I think that Inscriptions could deserve their own article, and would argue that we could pull the inscriptions out of Weapon_upgrades. Whichever happens, let's just make sure the two are synced first. - Lord Ehzed 23:19, 28 October 2006 (CDT)
 * I think the inscriptions should have a seperate page because it looks like it will be a long list and it will clutter up the weapons upgrade page. 203.134.172.183 03:34, 29 October 2006 (CST)
 * I'm fine with either merging this content over to the weapon upgrade article, or pulling that content and merging it in here. I just don't think we should maintain both at the same time, hard to keep edits in sync when they're maintained in two places at once. --- Barek (talk • contribs) - 09:40, 29 October 2006 (CST)
 * I think there is well enough content in inscription to warrant a separate article. The weapon upgrade article is already getting too big even without all the inscriptions. After all, inscriptions replace weapon modifiers, and we have a separate article for those too! --[[Image:TurningL sml.gif|Tetris L]] 02:28, 7 November 2006 (CST)
 * Whatever we do, and whereever we put the result in the end, we must stop maintaining the same table twice in the wiki, right now! For a temporary solution I'll merge the two tables in inscription for now, where it should be maintained until we've decided where to put it. --[[Image:TurningL sml.gif|Tetris L]] 09:58, 9 November 2006 (CST)
 * THe solutions is easy. Inscriptions are an hybrid of modifiers and upgrades they are not like any of them, but something different. They should have their own page. Just a 'related articles' in modifiers and weapon upgrades directing to 'inscriptions' should be enough. Mithran 08:41, 12 November 2006 (CST)

Selling
So whats the best way to get cash for inscription? The only traders I've found that buy them are only offering 25gp! PsyDoll 03:39, 6 November 2006 (CST)
 * They don't hae their own NPC merchant like runes or dyes. You must sell them to other players. If you want to sell them to merchants, identify them first. Like runes, once identified they'll be sold for much more cash. Mithran 09:22, 12 November 2006 (CST)

Articles for individual inscriptions
Somebody created Show me the Money!. We need to decide whether we want individual articles for each inscription or not. On one hand it would make it easier to refer to them, like we've done with weapon upgrades, for example an Axe Grip of Warding. On the other hand there is a high degree of redundancy, and an overview article would avoid that. Discuss. -- 08:40, 8 November 2006 (CST)
 * I reckon we keep this as an overview and create individual articles for all the inscriptions. It's not like it hurts having the extra pages. --NieA7 10:27, 8 November 2006 (CST)
 * Yes, they might hurt, because redundancy always means double maintainance work! Anyway, as a test I've created a template and applied it to Forget Me Not. Have a look and comment. --[[Image:TurningL sml.gif|Tetris L]] 03:41, 9 November 2006 (CST)
 * My prefered solution is having one article and make each name a redirect there. What I am very sceptical about is having a "template creep" that introduces templates into more and more articles. There are some good reasons to use templates for our skill pages, but dont forget that there is the big disadvantage of becomming less editable. --Xeeron 04:29, 9 November 2006 (CST)
 * Inscriptions are less likely to be referenced/edited than skills I would've thought. If this main list is maintained along similar lines to the unique items by campaign list I don't think it would cause any major problems. Basically I don't see why inscriptions should be treated differently than weapon mods - they all get their own pages so inscriptions should too. --NieA7 04:37, 9 November 2006 (CST)
 * I have not forgotten that, and I won't in future. Yes, a template makes the article less editable, but it also makes maintainance a lot easier. And the new parser code is so flexible that pretty much every variation of content can be covered. A change that can be done with one change of the template would otherwise require a crusade, editing each and every article that uses the template. For example in case of the BeastInfo template that's several hundred! I wish we had put auto-categorization into the beastinfo template. That would have saved Ab.Er.Rant several WEEKS of work! Anyway, this is not the place to discuss the general use of templates. If in the case of Inscriptions a majority thinks that we're better off without a template, I'll concurr. --[[Image:TurningL sml.gif|Tetris L]] 04:49, 9 November 2006 (CST)
 * With your template it is very easy and simple to use for creating a little article. I tried it with I Can See Clearly Now and I would vote to use the template and would create some more articles, if there is a general vote for this template Balwin 10:22, 11 November 2006 (CST)