PlaneShift
Gameplay => Wish list => Topic started by: DivineLight on March 29, 2005, 02:52:02 am
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Training and leveling up in light armour skill was quite a funny story. I trained in it without having any light armour. And when i lvled up i can do more defense without having a light armour?
how this can be. I think that there have to be many ingame light armours that have levels if i am on skill one i can only use shabby light armours like, a crude leather armour etc.
When i progress up something like lvl 10+ in light armour i can wear a true hardened leather armour. Tanned and steeled properly.
Same for weapons, lvling up in sword skill should allow me to use better bigger swords, and while in itty bitty lvl in sword skill i can\'t use the William Wallace\'s Giant Claymore.
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I agree with this. Most weapons and armor should have some kind of STR, AGI, Sword, or Light Armor requirment. But I assume some system like that is already being implemented.
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It is already implemented. Try wielding a long sword...
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No, no, no, this sort of crappy system is just a lame kludge used in games to prevent players from becoming too powerful before they are supposed to.
If anything, items should have a strength requirement. After all, nothing would stop you or me from trying to wield a claymore IRL, except your strength or lack of it.
So I think that almost no item must have any requirement.
And, BTW, Skin counts as light armor, so it\'s perfectly logical.
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It was a stupid idea in Neverwinter Nights.
That hasn\'t changed.
If someone wants to give a super-powerful sword to a newbie, LET them.
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So we should allow guilds just to provide their members with the best equipment possible as soon as they start.. thats a good idea. If people have an item they should have to work for it in one way or another. Like okay I will give you this weapon but you will have to do this to use it. I also play WoW and without it the game would be worthless to play...
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First point. Isn\'t that what guilds are for? To help you and make life easier? (Even in real life, what are guilds for?)
Second point. I would like to see PS focus more on skills and less on crazy weapons. As that old saying (cliche really) goes, a dull sword in the hands of a master is worth more than a sharp sword in the hands of a beginner.
Even magic weapons should follow this idea in my opinion. Yes having one as a newbie is an advantage, but the true value should come out as you learn to use it.
Maybe even have magic swords/weapons/items/etc. be separate skills from their mundane counterparts. You could do this with existing stats, just exchange where you could have used rank_magic_sword with some combination of rank_red_way and rank_sword. (More combos, but you get the point, right? ^^)
Making enchanted items a mixture of existing mudane and magical rules would also open the door for bad things happening to newbies who use dangerous items.
For instance....
A newbie finds a Dark Way enchanted sword of uber l33tness +2, equips it, and is then consumed by it later down the line because he didn\'t have enough knowledge of the Dark Way to resist it. Now that\'s hot.
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Originally posted by Icefalcon
It is already implemented. Try wielding a long sword...
You do realize that the longsword should be able to be used long before the Claymore right?
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Skin is taken as light armour?
OMG. what rule is this. Ok i forgot that leather comes into medium category, while metal armours come into heavy. But skin is a funny thing to be considered as armour. see definition of armour.
So when we get trained in light armour, the trainer is giving us knowledge of what foods to intake to get more defence from your skin? ha, don\'t make me laugh.
Light armours should include, unprocessed or untanned leather, that offer little defence. Or progably, some sort of hard cloth?
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First point. Isn\'t that what guilds are for? To help you and make life easier? (Even in real life, what are guilds for?)
This is true, and buying things for guild members is fine with me... as long as they have to work to be able to equip it. Like in WoW, I have been given a few things that I could not equip... but I spent hours working towards equiping them. I guess if someone wants to be a twink that is fine but I wont pay you any respect.
P.S. Skin is not light armor lol. In game right now it is so but I am sure that some kind of hard Cloth or something will take its place.
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Well, I\'m much more fond of the knowledge idea. It is more realistic, whereas the limit based on whatever is just a horrible kludge. An untraind person won\'t be able to wield the best sword toanywhere close to maximum efficiency. With an average sword, they will also be less effective, but since the better sword will have special attributes that can be used in addition to the normal sword handling by a trained person, these won\'t be available to the untrained person.
Therefore, the better sword will still give the untrained person better damage, but not nearly as much as to the trained person.
Like this:
Untrained:
normal sword: damage 20% of max. for normal sword
great sword: damage 30% of max. for normal sword
Trained:
normal sword: 100% of max. for normal sword
great sword: 500% of max. for normal sword (equal to 100% of of max. for great sword)
Much more realistic and also much less lame. Obviously, if you can\'t lift it, you can\'t wield it, but if you can lift a normal sword, you can lift the great sword just as well.
As for the skin: it is armor, especially if you consider Kran. I don\'t see what\'s wrong with it. :rolleyes:
And for learning the \"use\" of skin as armor: it is perfectly logical as well. This obviously doesn\'t mean ans ridiculous things like making it thicker by eating differently. Instead, it obviously means that you learn to know which parts of your skin / body are susceptible to which sort of damage, and how you can evade it or how you need to position yourself for minimum damage, and also with which parts of your body you can try to block damage that would otherwise go to more susceptible parts. Like what you do when someone hits you with a club in the face: you block it with your arm, because the arm is less susceptible to blunt damage than is your face. That\'s how you use skin armor, and also why skin is armor.
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Originally posted by Seytra
And for learning the \"use\" of skin as armor: it is perfectly logical as well. This obviously doesn\'t mean ans ridiculous things like making it thicker by eating differently. Instead, it obviously means that you learn to know which parts of your skin / body are susceptible to which sort of damage, and how you can evade it or how you need to position yourself for minimum damage, and also with which parts of your body you can try to block damage that would otherwise go to more susceptible parts. Like what you do when someone hits you with a club in the face: you block it with your arm, because the arm is less susceptible to blunt damage than is your face. That\'s how you use skin armor, and also why skin is armor.
But that doesn\'t comes into armour, it comes into agility and defence of our body. How well we can doge attacks. Armour is always wearbale. No one with a naked body will be considered as lightly armoured as he has skin. Well he can still doge or block attacks by hand but that comes in defence skill.
But if some one is wearing thick robes, or clothes, that may come into light armour.
Afterall, the weapon idea u gave is quite fair.
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Originally posted by DivineLight
But that doesn\'t comes into armour, it comes into agility and defence of our body. How well we can doge attacks. Armour is always wearbale. No one with a naked body will be considered as lightly armoured as he has skin. Well he can still doge or block attacks by hand but that comes in defence skill.
But if some one is wearing thick robes, or clothes, that may come into light armour.
Hmm, I admit that bare skin may be tricky to classify as armor by the definition of armor as \"worn protection\". However, if you have scales, that will be more readily seen as armor, even though it technicly isn\'t \"worn\".
After all, though I may be wrong on this, tank \"armor\" includes or is the outer walls of the vehicle, so in this case, any vehicle can be classified as \"armored\" with, albeit thin, \"armor\".
Anyway, the term \"armor handling / usage / whatever\", what does it mean, anyway? To me, it doesn\'t mean that you know how to properly affix the armor to yourself. For that, you won\'t need to train even one level. Also, it won\'t teach you how to move with the armor, because it doesn\'t add / detract from agility or speed, and even if, the training would serve ti increase your attack speed, not decrease incoming damage.
Therefore, what remains is training on how to effectively use the armor you got to block attacks, and how to steer hits targeted towards less protected areas towards better protected areas, and to know in which ways you need to move to avoid hits, since armor will impede movements. Therefore, it seems that this \"armor handling\" in fact is dodging.
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Well as for the weapon issue. I believe anyone is able to hold a sword and correct me if im wrong or if someone has said this before...
- If you have 2 sword.. lets say a magic and a normal, and magic being the sword thats greater in power.
- Normal - You can wield with more hidden effects.
- Magic - Until you can learn how to use it, it does just about as much damage as the normal sword and costs 10 times more in the shop.
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As for the armors, some races should be born with \"Natural\" armor such as Kran and such. The light armor should be considered as light leather or clothes for a explorer or something.
But of course this is mostly my opinion, please dont pound on me if you dont agree :/
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Originally posted by Hatchnet
You do realize that the longsword should be able to be used long before the Claymore right?
It should, but I think that the long sword has a higher skill requirement than a Claymore right now. I may be wrong and have my swords mixed up, but my point stays the same.
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Its just a mistake. They are reversed.
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This idea is annoying in the other thousand computer games which have it, too.
If you can lift it, you can wield it. You may not be able to hit anything, but you can wield it.
Guilds should be a allowed to give uber-weapons to newbies that join. Their property, and if they can\'t wield it well than it\'ll be as useless as a dull stick.
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Good point monketh, if we can hold it in our inventory, then why we can\'t wield it. So we could wield blades of great quality, but with little skill we\'ll take less advantage of their shiny feautres.
As we increase in our sword fighting skills, we get to know how to inflict more damage from them.
I think if we are on lvl 5 of sword fighting, and we wield a lvl 10 sword, we would be inflicting 50% of the swords damage.
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Well said. That should be the way its done.
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I might add that expensive weapons should receive more wear & tear from inexperienced users than weapons of their skill. They\'re more subject to abuse because they aren\'t as crude.
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Originally posted by Monketh
I might add that expensive weapons should receive more wear & tear from inexperienced users than weapons of their skill. They\'re more subject to abuse because they aren\'t as crude.
Quality of items, on the different durabilities of the materials they are manufactured could make items wear proof, or degrade quickly.
You want to get technical, you run through the rain with long sword, and fail to oil it, the darn things rusts.
A titanium bladed sword, forged in the bowels of mount doom, and befowled with indestructablility, leads to a sword that even a newbie could weild poorly and not damage.
Beating on certain monsters, for instance with tougher natural armour could deteriorate certain metals faster than others.
but you could also have different forging levels in sub-classes of each metal, increasing it\'s base durability. This sounds way too much like Diablo, but as far and item handling, generation, and effects handling and such, it\'s actually a pretty impressive engince. Despite the uber-!337 weapons you can attain, most of them were extremely expensive, required quests, as limited in functionality as they were, and usually several times through the game. It was hack a slash, but what other reason do have for better weapons.
Such as something say +1 vs. Gobbles, or +4 vs. Rats.
Random generation of items, or super ancient items, such as sets, or item groups I thought was a good feature. It lacked RPG (I know) but as far as item creation and development few games had it\'s diversity.
I kinda posted this in another thread, but it kinda spills into this thread also...
Quests are a huge problem with creation, and otherwise.
For natural economies and the benefits of skill building for a purpose. Multiple players should be required to create a good weapon.
This requires a specialized blacksmith, in weaponsmithing and someone to supply his ore, coal, and depending on his smithing tools, and the quality of the metal ore he\'s going to make the weapon out of should be thought to determine the basic product.
Upgrading a basic weapon.
You need to take the weapon to a Jeweler, who assesses the \'quality\' of the item, and weather he deems it worth socketing. What\'s the point of putting a blessed +2 ruby crysal of \'heat\' (just an example, does an extra +2 damage, non-regenerative, or something) and it\'s passed off to a magic user who bestows spells upon it. Depending on the skill of the blacksmith, the jeweler, and the magic user, it\'ll determine the final product.
Who can use the product should be determined by the formulas of those it took to create it. Tables, tables, tables...
Alright... so we have a multi-folded carbon steel blade, forged and polised creating a good balance and better damage capabilities, into the shape of two-handed bastard sword. It\'s encrusted with multiple jewels, and a magic user has bestoyed a +2 basic enchanment, and a basic \'light\' spell.
For this sort of item, the basic wielding requirements should be for the sword itself. In all magic systems, and most RPG\'s, magic weapons were assumed to contain some of the essence of the magic user, or the source of the magic that becomes a part of the weapon. Most systems of magic required weapons forged in this nature to cost skills permanently to create. So a magic user may instill 2 points of his intelligence into the weapon. That can\'t be gotten back, unless through something like a wish spell. This was a good modification of introduced in AD&D. And in a natural unfolding enconomy would fit perfectly.
Depending on the complexity of it, and the ones that create them are going to be losing stats, and fast depending on how many they create. This keeps magic users, to magic items in check with the game. And limits the need for merchants to randomly generate weapons. As the world and the people in it are more in control of the environment.
I would suspect a system like this would solve a number of other problems as well. And it\'ll find it balancing out powerful items on it\'s own, as users are going to want a hefty price for their services.
Which leaves, the requirements what it takes to weild a basic item.
Guilds can give away items, but this way, items have just become valuable beyond cost in price, but cost in physical traits to create.
So give them to newbies. I don\'t think this way, you\'ll find to many people giving away items.
And guilds as great a purpose, now might also serve another. As a relationship between the blacksmiths,
jewelers, and magic users. Dunno... it\'s kinda of off topic, but isn\'t... peace.
** Bump **
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Once there is more in game than just leather armor and the shields the blacksmith sells I VERY much agree.
Once there are different quality levels of items...I feel that NOT putting a limitation on what ranks can use it is not immersive, it breaks the game=reality illusion BIG time.
Brand new players should NOT be able to use a SUPER quality robe...period. Something about the special spells that impower the higher AC of the robe would HARM someone NOT trained high enough (there is your RP reasoning behind my opinion).
On heavier armor...well that is a no brainer. You either would not know how to put ON the armor properly OR it would be too heavy or cumbersome to fight in it unless properly trained for it.
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Wait, how do limits that prevent me from picking up an object as I should be able to and swinging it around like an idiot and not hit anything, promote realism? A strength limit easily solves the problem of a wimp wielding a claymore, and inability to use well easily solves the problem of new users of the weapon wasting more experienced users because they have more money. Voila.
I can wear any robe I choose. If I know it\'s uber-powerful and it kills me because of some ancient curse that only magicians can wear it, it\'s my fault.
That should be a good enough preventative measure.
I\'ll agree with you on not knowing how to put-on/carry items being a limiter. However, I can\'t cut a slice of bread with a longsword but I can hold it in my hands.
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I want no skill restrictions for items in the future, but having higher stats makes the item better. So a newbie can have the same weapon as a person who\'s been playing for years, but the newbie won\'t be able to use it anywhere near as well.
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Yeah i think restrictions is a bad idea.
It will disheart some people when they get some really good weapon.