PlaneShift

Gameplay => Wish list => Topic started by: Garile on December 07, 2006, 04:30:05 pm

Title: Fighting rethink
Post by: Garile on December 07, 2006, 04:30:05 pm
At the moment w e seem to be nearing the points where we have all the major factors that influence fighting implemented. I don't believe thinks like boddevelopment (although still not sure how this works compared to endurance)  and things like backstab shouldn't influence it much more then the things already implemented.

However as is the combat moodifiers don't seem balanced and I am not sure if recent changes have really helped in making fighting more enjoyable again.

Now to start of yes I feel the major point of seeing how fighting should work is fun and realism after this. I don't think there is a point to make something like that realistic if it drains all the fun out of it specially seeing it will never be realistic to begin with.

First the weapons. I personally feel it would be better to have more variety. With this meaning that at the moment there seems to be a lot of swords and such out there with a lot of different names but hardly no other modifiers and even fewer better then the ones you can buy in the stores. With irons and silverweaves being labeled bugs you are left with weapons who only have a slash about twice what a starterweapon has as the max. Now this seems a bit strange as in my eyes this gives no sence of achievement to get them.

With the recent addition that repairing actually degrades weapons there also seems to be a trend that the max weapons can't even be used anymore either really becuase it's not worth anything anymore after only a few repairs as the degrading so far seems to be rather drastic loosing a maxquality practicly every repair as far as I've seen.

I would also like to see the subtop being made less rare. These shouldn't be uberweapons, but weapons that are pretty common just expensive. Also with the degrading now implemented I feel it would be fair to not make spawncamping certain spawns mandatory to get a decent weapon better then you buy at Harnquist.

Second the calculation. I think it has been mentioned before one hit kills are not very desirable. I think it would be much better if the damage now done is reduced to a more reasonable number by dividing it by 4. This would mean a reasonably skilled fighter would still do about 50 damage so the fights would be short, but not so short lag would be the only deciding factor. It would also not require to much adaptation I would think to program this.

Third is lag. At the moment a problem with fighting is it causes imense lag. It seems the server can't keep up informing both vlients at the same time so this makes you feel you don't really control the actions of your character in a fight and that one should pray to the god of lag to be in your favor. Should definately be improved by having less information to be exchanged or something, but sure the devs are aware of this.

hmm know I had something else but can't think of it but sure I'll come up with it later. ;)

Have fun picking the post apart  ;D
Title: Re: Fighting rethink
Post by: Quitarias on December 07, 2006, 06:26:28 pm
i totaly agree about the damadge part the duels are first hit winer and itjust to dull in my opinion
also some of the better than basic quality weapons should be availiable like sharps
in any case its all up to the devs and these ideas have been mentioned a lot of times as i can remember
Title: Re: Fighting rethink
Post by: Nikodemus on December 07, 2006, 06:45:13 pm
The body development skill will make a sense only when the HP will be defind in right way. If HP is going to be health, this skill makes no sense at all if it is going to increase it. If HP is going to be defined as Hit Points, then the skill makes  alot of sense as Hit Points is not health indicator at all. Hit Points describe condition of the fighter, which may be trained.

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First the weapons. I personally feel it would be better to have more variety. With this meaning that at the moment there seems to be a lot of swords and such out there with a lot of different names but hardly no other modifiers and even fewer better then the ones you can buy in the stores. With irons and silverweaves being labeled bugs you are left with weapons who only have a slash about twice what a starterweapon has as the max. Now this seems a bit strange as in my eyes this gives no sence of achievement to get them.
When HP are Hit Points, weapons should not have too high damage modifiers and 2 times damage of normal weapon is just fine. What matters is the skill.

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With the recent addition that repairing actually degrades weapons there also seems to be a trend that the max weapons can't even be used anymore either really becuase it's not worth anything anymore after only a few repairs as the degrading so far seems to be rather drastic loosing a maxquality practicly every repair as far as I've seen.
I'm other thread a feature of reforging and quality drop cap was proposed, after the analise of the repairing process. While the matter stays very subjective, because of lack of expert in that matter, I believe the current repairing process is not exactly this what you would do with weapon. If it will be changed, using high damage and very expensive weapons will start make sense again. While their repairing may be expensive and difficult, the user will just have to decide if using it to fight rats is worth, as their loot wont cover the cost for repairing the weapon.

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I would also like to see the subtop being made less rare. These shouldn't be uberweapons, but weapons that are pretty common just expensive. Also with the degrading now implemented I feel it would be fair to not make spawncamping certain spawns mandatory to get a decent weapon better then you buy at Harnquist.
When we will have area spawning, spawncamping won't be as now it is, and if you want them to be accesible from different source than mobs, then crafting is the way out. Such weapon would cost a lot because of needed materials, advanced tehniques and possibly influence of magic. It would cost a lot not because the smith would need to have great skills, but because construction would cost and the profit of the smith wouldn't be high comparing to the cost of the process.
The mining has to change, so that getting ore wouldn't be that simple, but i'm not talking about decreased chance of getting some ore after typing /dig <resource>, but prospecting tehniques and probably randomised finding of the resorces. Kind of the way how mobs spawn, but rsources wouldnt be visible just like that, unles you start prospecting in the area. And big mines owned by company (possibly players who know what they can and cant controlled) which don't let mine too much at once and taking some % of what a player mine.
Finally, crafting a custom weapon which we currently can get only from mob, will fit the conditions of rare and expensive weapon.

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Second the calculation. I think it has been mentioned before one hit kills are not very desirable. I think it would be much better if the damage now done is reduced to a more reasonable number by dividing it by 4. This would mean a reasonably skilled fighter would still do about 50 damage so the fights would be short, but not so short lag would be the only deciding factor. It would also not require to much adaptation I would think to program this.
Again, it depends how HP will be officially defined. I always vote for Hit Points as this way we get better and more realistic fighting experience.
But subdividing the inflicted damage by 4 is not the way out at all. This is only temporary fix which cause some problems by itself. What we need and what i wrote about many times is fighting skill comparison. Basically so that if eqully skiled warriors are fighting, they deal to themselves samage which would deal complatly unskilled guy to a rat, which has also no fighting skills (kind of how its now) Currently, I suppose the skills are compared only to find out your chance to deal damage.
Title: Re: Fighting rethink
Post by: Ithorius on December 07, 2006, 08:36:04 pm


First the weapons. I personally feel it would be better to have more variety. With this meaning that at the moment there seems to be a lot of swords and such out there with a lot of different names but hardly no other modifiers and even fewer better then the ones you can buy in the stores. With irons and silverweaves being labeled bugs you are left with weapons who only have a slash about twice what a starterweapon has as the max. Now this seems a bit strange as in my eyes this gives no sence of achievement to get them.

With the recent addition that repairing actually degrades weapons there also seems to be a trend that the max weapons can't even be used anymore either really becuase it's not worth anything anymore after only a few repairs as the degrading so far seems to be rather drastic loosing a maxquality practicly every repair as far as I've seen.


I sorta agree with what you were on about quality, but I always thouht that if weapon quality went down slower it might be better then just trashing it because you need to constantly repair your weapons. I save my good weapons for duels or ulbernauts, other wise I suggest using basic weapons from harns when it comes to trainning, this way your good weapons are rarely used, but are when you need them most.

I'd also bring out that more weapons will come out eventually, spear/polearm, mace/hammer, and so on...

Title: Re: Fighting rethink
Post by: Garile on December 08, 2006, 12:27:26 am
Well I personally hate the idea of this degrading of weapons. Why you ask? Becuase I like to try how far I can go and this makes it so I can't do that as often as I would want becuase it costs me a silverweave if I do this with fighting. That takes out quite a bit of joy out of the gameplay for me to have to keep my best weapons in storage becuase they will get damaged otherwise.

It also kind of makes me feel cheated for the effort I put in in collecting them and now not being able to use them, but thats an other matter.

I know what I have said has been said for the most part already, but I feel the degrading of weapons and the fact armors are also implemented gives it a new factor. In one hitkill arguments the fact that armors weren't fully implemented was often a reason given for us to wait and see, but now we have it and it's still one hit kills. The armor didn't effect damage as much as a lot had hoped. And it would be strange if heavy armor would be a lot better then the light and medium armors
Title: Re: Fighting rethink
Post by: Garile on December 09, 2006, 05:42:58 am
/me smiles

Ahh remembered what it is I wanted to say aswell.

I think it would add diversity to the game if all the skills in game are put to about the same maximum. With a maximum of 80 it is very hard to get there, but only sword can be trained this high atm. If melee dagger and axe could be trained that high aswell I think you would have more people chosing this skill for the long haul and so have more people running around with these now alternative fighting styles as their main fighting style.

thanks for reading :)