PlaneShift

Gameplay => Wish list => Topic started by: Fast_Bear on April 03, 2004, 12:10:41 am

Title: S W E E T battle idea
Post by: Fast_Bear on April 03, 2004, 12:10:41 am
as yr weapon skill lvls up u get choices as how u can hold/strike your weapon
like 4 instance:
(THIS IS NOT A ACTUAL SUGJETION: just a example on how my REAL sugjestion can be used)
when your sword skill reatches lvl 35:
u can use your sword in a back-hand style (fyi they hold the handle upsidown) so your battle stance dramatacly changs and u have increaced attack speed
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Post by: ShadowFish on April 03, 2004, 04:18:30 am
no that cant be right.... you cant just decide to hold a huge two-handed sword back sided..... maybe it should depend on the weapon or the training you have
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Post by: druke on April 03, 2004, 04:53:12 am
have you even read the current stuff???!
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Post by: Monketh on April 03, 2004, 05:02:19 am
Quote
Originally posted by Fast_Bear
How about: As your weapon skill increases you get choices as to how you can hold/strike your weapon.  For instance:
(*Disclaimer*This is not an actual suggestion, just an example of how the real suggestion can be used.)
Whean your sword skill reaches \"Swashbuckler\", you can use your sword in the back-hand style.  (ie:they hold the handle in a reverse (upside-down) manner) So your battle stance dramatically changes and you have increased attack speed.


Your writing/typing, bah.  Please drop the \"u\"\'s and \"yr\"\'s.

The idea itself is very interesting.  It has some merit.
More likely you could learn different \'styles\' of swordplay, however.
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Post by: Draklar on April 03, 2004, 07:51:06 am
wow, an idea in here that I actually like :P
Would be nice to see such thing, could bring more fun into the life of a warrior ;)
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Post by: Xanaroth on April 03, 2004, 12:08:39 pm
if that is possible, to hold weapon other way around, i can use gandalfs fighting position as in LOTR III game, with left hand a sword with the point down, and other hand a staff. ghe ghe ghe, i can see it all right in front of me.... gonna look nice:D
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Post by: ShadowFish on April 03, 2004, 04:36:00 pm
yah but i dont think you can just change sword stance or position just from slaughtering stuff.....

maybe someone will teach you or there will be schools for different styles
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Post by: Icefalcon on April 03, 2004, 04:36:12 pm
Ya that is a good idea, but should it only be for looks? Or should we have a whole new skill in uh...holding weapons upside down...
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Post by: ShadowFish on April 03, 2004, 04:37:53 pm
yah... that probably isnt gonna be the only one but there should be different qualities for different positions

more speed, more defence, more strength
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Post by: Icefalcon on April 03, 2004, 04:44:22 pm
Ok, makes sense to have more speed, but it should have less strength. You could have the option to hold it normal or back-hand depending if you want more speed or more strength.
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Post by: Draklar on April 03, 2004, 04:44:51 pm
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Originally posted by Fast_Bear
so your battle stance dramatacly changs and u have increaced attack speed

as you see, was already suggested :P
Anyway, while slaughtering stuff you should learn more about your weapon, also how to use its weight, form and so on for your needs. So yea, just slashing should be enough...
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Post by: ShadowFish on April 03, 2004, 04:50:29 pm
yeah...but trial and error isnt exactly the best way to handle sharp tools... and like i said and fast bear had the backward stance is only one of many..... there could be normal
backside
two hand
wrist
double swords
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Post by: Xanaroth on April 03, 2004, 08:25:10 pm
yeah, using weapon weight is another good idea, that way when you are using a heavy weapon/shield for example, you could use it to gain xtra speed. like when you want to go left, and you have a verry heavy shield there, you can use that weight to get some xtra speed by using the grafity that is on the shield.
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Post by: Fast_Bear on April 03, 2004, 10:47:35 pm
i practice in real-life swordplay & the way u learn it in real life is by trying a diffrent stance w/ yr weapon & traning in that stance
& heres a few real-life stance i know:

backhand stealth:
u hold yr weapon backhand as yr main hand is straight down and u point yr weapon at a angle across yr back as yr off-hand is put up like a sheild

doublehand:
u hold a weapon on yr fore-hand normal stance as u hold another weapon in yr off-hand backhand

strenght:
ur body leans forword at a 45 degree angle as u hold 2 weapons (1 in eatch hand) backhand- ready to strike

expert:
u hold a 2 handed weapon in 1 hand, as you attack, u twirl yr weapon in a almost artful fourm as u attack (this shoud be the final stance u learn)
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Post by: ShadowFish on April 04, 2004, 02:22:27 pm
yah those are good....and since they are real then it would be better....of course there shouold still be more
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Post by: Xanaroth on April 04, 2004, 04:03:33 pm
these are nice, but i dont think there should be to much of them, since the game should be great, but not become to complicated. just keep it on the surface and easy so that it doesn\'t become to much to remember.
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Post by: ShadowFish on April 04, 2004, 05:05:09 pm
yah alright but those were only for swords....alll the weapons are going to have different ways of holding them...
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Post by: azeazezar on April 04, 2004, 09:18:44 pm
it is just this with differend names (and animation)
but it is the same basic idea

Combat modes


During combat, attacker and victim can change their combat style focusing more on attack or on defense.

These are the available attack modes: Bloody attack, Aggressive attack, Normal attack, Defensive attack, Full Defensive attack


 http://www.planeshift.it/player_combat.html
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Post by: ShadowFish on April 04, 2004, 09:42:11 pm
not really kind of different. what you are talking about is type of attack..... we are talking about the style and stance....not the mode. different forms
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Post by: Fast_Bear on April 05, 2004, 12:30:06 am
1 key diffrence im not making clear hear: YOU HAVE TO LEVEL UP YOUR WEAPON SKILL IN ORDER TO USE THE MORE POWERFUL STANCES
& another thing- u can use sword stances 4 other weapons- like 4 instance: i think the strangh stance was originally ment for axes
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Post by: Kuiper7986 on April 05, 2004, 01:18:26 am
there\'s already 3 ways of martial arts in the game. I\'m sure each type of martial art will let you \"hold or grapple\" a different way for each weapon.
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Post by: Xanaroth on April 05, 2004, 08:40:38 am
there isn\'t even a small description of the martial arts ways so no1 knows what those will do.... or if the martial arts will even be available.
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Post by: Icefalcon on April 06, 2004, 12:05:24 am
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Originally posted by Xanaroth
there isn\'t even a small description of the martial arts ways so no1 knows what those will do.... or if the martial arts will even be available.


There are some very small clues...

Enkidukai description...\"Bonus in Martial Arts, they start with 4th rank in one school.\"

So we know there will be different types of martial arts (schools)...

And in the Skills section...
\"Martial Arts Skills
 
Under construction\"

There was one other place where it mentioned something about martial arts, but I cant remember where...
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Post by: ShadowFish on April 06, 2004, 01:27:55 am
yah but what will it be about?
will there be different swords and weapons and shurikans... or will it all just be hand to hand combat
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Post by: PlaneWalker on September 27, 2004, 05:16:02 am
The stances should also be more functional.  Here\'s my suggestion.

Basic Stances (Sword)

Guarded Stance - high defense rate, low attack rate.
Single hand (Sword raised in front fo body)
Double hand (Sword raised in diagonal in front of body)

Neutral Stance - Normal, no bonus, no penalty.
Single hand (Sword forward, lowered, and the to side)
Double hand (sword raised, diagonal away from body)

Strike Stance - high attack rate, low defense rate.
Single hand (Sword raised to the side, pointed forward)
Double hand (Sword raised high above head).
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Post by: Efflixi Aduro on September 27, 2004, 07:10:25 am
I just like the idea of different ways to fight with a sowrd :)
Not that ill ever use one...
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Post by: hook on September 27, 2004, 12:44:48 pm
I dunno ...I\'m a bit sceptical about it ...how can these stances be more effective then the classic? ...I mean, during the course of the history if it was really a better technique to hold the sword upside-down would improve the chances of a hit or the length or power of your stroke (which i terribly doubt!), they\'d use that technique back then.

I like the idea of different fighting techniques though.

But I despise the idea of starting the wave the sword like a stupid poser when reaching the masterhood of the sword fighting.

just my 0.1€
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Post by: PlaneWalker on September 27, 2004, 07:12:08 pm
I suggest that if a different sword stance will be implemented, those sword stances should at least reflect the effectiveness of combat.  Basically all combat form has a few statistics that can be effected by stances.

Attack speed, Hit rate, Dodge/Block rate, Delay rate and Recovery rate.  Sometimes attack power and defense power.

Example some stance might reduce attack speed and increase delay and recovery time (long wind up), but will boost attack power.  Of course, the long wind up means less attack per set time, higher chance of interruption, and make the player more easy to get hit.

Other stance might allow for ridiculous fast attack rate and accuracy, but their attack power and defense rating will plummet.
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Post by: PlaneWalker on September 27, 2004, 07:29:38 pm
As a reply to hook, these stances are not better then classic.  The classic stance basically balance the attack power with the ability to block.  Different stances merely shift the balance more to defense or offensive skill.  Furthermore, this is a fantasy game, the historical accuracy of the effectiveness of a stance shouldn\'t matter much.  The \"perceived\" effectiveness of a stance should be somewhat important thou.

Basically, different stances trades effectiveness between Offense/Defense and their Power/Accuracy/Speed

Here a breakdown

Offense Power - Amount damage that can be dealt.
Offense Accuracy - Chance of hitting.
Offense Speed - The time an attack take (and the recovery after attack)

Defense Power - Amount of damage that can be deflected.
Defense Accuracy - Chance of deflecting or dodging an attack.
Defense Speed - Amount of time it takes between blocks.

Using this, a player can switch to a stance that boost all Offense stats while taking a heavy hit on defense stats when he/she is near death and need to finish an enemy off quickly.  Or switch to a highly defensive stat to act as a blocker when a mage is trying to cast a spell behind them.  

More tactics = fun.
Title: wonderful!
Post by: Patnik on September 27, 2004, 07:44:28 pm
as what i?ve read will there be many different fighting modes

from the player guide; Combat.

\"Combat modes
 

During combat, attacker and victim can change their combat style focusing more on attack or on defense.

These are the available attack modes: Bloody attack, Aggressive attack, Normal attack, Defensive attack, Full Defensive attack\"
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Post by: hook on September 28, 2004, 04:41:57 pm
PlaneWalker, thanks for the explanation. I hope you\'ve already seen from my previous post that I\'m not against different stances and techniques. I just think that if we different tachniques (and stances) of fighting will be implemented, we\'d really need to connect the right abilities with the right stance - make the usage and effects of different techniques and stances logical.
Also we must keep in mind, that the number of these must be big enough to give the fighting system (and thus the game) new dimensions and improve the fun and playability. But at the same the number musn\'t be too big, since a too big selection can also make the game-play bad.

...and of course, find nice names for them (like the eagle stance or the tiger technique ...hmmm, maybe a bit more PlaneShiftish, but you get the idea)