PlaneShift
Gameplay => General Discussion => Topic started by: Calmus on April 27, 2014, 09:44:50 pm
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I think that defense training is a bit flawed in planeshift. If you attack multiple unchallanging creatures with fast attack speed (example: clackers) you can level up your defense skills much faster than if you train on just one challanging creature. I think this should change.
I propose that someone doesn't get progress with successfull dodges, but instead make something similiar like there is with body development. Only if a creature attacks you with a certain relative amount of your health, you should progress. In return you could reduce the levelling curve of all (defense) skills a bit, otherwise the progress would be too slow.
Or a alternative way to improve the current system could be: to cap the amount someone can progress in a skill per minute. Clackers attack amazingly fast, while some other creatures attack multiple times slower. So this change would help the current system at least a bit. Progressing in defense skills is much easier than with weapons.
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Armor training has always been kinda broken like this... I like the idea of heavier hits => more exp, however care must be taken that it's not impractical to train at higher levels. This would combine with the current problem that there's not a nice spectrum of enemies to train against (especially when they all cast magic now...). I think a rebalance of NPC strength and perhaps placement in the world is in order first, then implementing this sort of system. As well, I agree that there should be either the hard cap on training per minute or the application of a diminishing returns system, meaning someone just killing stuff normally would get more training per hit than someone who decided to make a ton of clackers mad.
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We are aware of this and are currently working on a solution. We are aiming to discourage the multiple attacks from creatures, but also to not make it too hard at higher levels. As this is a balancing act we hope to get it right and have been testing possible solutions.
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Should armor really be trainable?
Training shield handling makes sense as its an active skill, but armor is more passive in nature unless there is some sort of martial art that turns the use of armor into an actual skill.
In real life, If I put on full plate armor and let a crowd of people whack at me with sticks, I'm not going to be any more proficient with armor after a days worth of pummelling. In the first 10 or 20 minutes, I might learn to block the joints and uncovered areas, but this is fairly easy. It takes nowhere as much skill as it would take to master fighting.
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What Rigwyn said.
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We are aware of this and are currently working on a solution. [...]
thanks for the response. Nice, that you work on possible solutions to this. Looking forward to it :)
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In real life, If I put on full plate armor and let a crowd of people whack at me with sticks, I'm not going to be any more proficient with armor after a days worth of pummelling. In the first 10 or 20 minutes, I might learn to block the joints and uncovered areas, but this is fairly easy. It takes nowhere as much skill as it would take to master fighting.
not sure what to think about this. Probably in realworld medieval combat the type of the weapon type had not any less impact on defense techniques than the type of the armor. But in case of Planeshift it might be too complicated and too drastic to abolish the LA, MA, HA training.