PlaneShift
Gameplay => Wish list => Topic started by: sashok on April 19, 2004, 08:50:28 pm
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:D
I am big supporter of close to RL if anyone guessed. Maybe some of my ideas sucks, sucks big time, but hear me out once again ladies and gents.
I want to see different weapons affecting different monsters in different ways. What does that mean? Keep on reading.
a weapon that has a numeric attack power and affects different monsters in same ways is boring to the gamer.
Absolutely no point then to harbor more than just one weapon. YOu can just have the \"strongest\" weapon and walk around with it like a fool :D. That\'s wack
A sword slashes, little bit piercing.
A club is blunt power of the hit or call it \"smash\".
An axe slashes and a bit of smash.
A spear and arrow pierces.
To have more reality or common sense, monsters would have more or less protection from different weapons.
For monsters, unlike players, this protection would have to be static, since monsters do not change weapons/armor like players. For players on the other hand, armor would determine these things.
So what\'s common sense?
A sceleton is affected much more with a powerful weapon such as club or axe than sword or spear or arrow. Sceletons have holes in them :), the arrow/spear will just fly through, so that\'s common sense. Of course, no need for literally have arrows fly though, but just to keep it common sense and interesting for players to figure out on their own how different creeps would react to different weapons.
Another example:
A big monster (elephant size) would be more affected with spears or arrows because spears and arrows can reach the eyes of the monsters, hurt the monster from above and below. Where as club would not do anything to the thick skinned monster on the bottom.
So let\'s sum things up.
Spear, arrow is useful against monsters needed to fight from distance, monster that are big in size, monsters that are wearing light armor or no armor.
Club, axe is usefull against human size or bigger monsters. thse weapons have biggest effect on heavy armor since they are only weapons that can smash though.
Sword would be kind of middle ground. It\'s usefull in far more situations than either clubs/axe or spear/arrow.
So what you think?
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It\'s a good idea and I would like to see it implemented, it also sounds familiar to the combat/magic system in the Final Fantasy games, but on a more realistic basis.
You can\'t stab a skeleton, but you can bash him to pieces, this would create a more tactical approach to combat than the usual run and gun approach.
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i like this idea alot. its been used on alot of other games that arent rpgs and arent online, and it works really good. im not gonna say the names of these games though incase they think we stole their idea though.
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Good idea I hope the game makers read this.
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They already thoguht of that.
Kran info (http://www.planeshift.it/razkran.htm)
Because their skin is made of silicon, the Kran are very resistant to laceration but, lacking flexibility, is more easily damaged by bludgeoning weapons.
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Originally posted by SaintNuclear
They already thoguht of that.
Kran info (http://www.planeshift.it/razkran.htm)
Because their skin is made of silicon, the Kran are very resistant to laceration but, lacking flexibility, is more easily damaged by bludgeoning weapons.
yeah, hopefully it\'s not just a description :D
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From the examples you mentioned looks like a quality sword comes out the perfect weapon. Provides piercing damage as well as slashing, cutting, hacking. Although I guess it would be pretty useless against Kran.
Sounds good though. Makes alot of sense.
*EDIT* Would also make the game more community based. Example: If swords or knives are my weapon of choice and I encounter a skeleton then I may be up sh*t creek without a paddle in a barbwire canoe. But if I have a buddy, guild member with me that uses an axe, hammer or club then they can greatly increase my chances of survival or success in killing the creature. So basically it would make player co-operation and interaction more imperitive.
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good idea but it gives more advantages to specific weapons...swords dont only cut, slash and stab.... a sword could still crush a skeletons face open....
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Thats what I said in the 1st paragraph. Then I thought about it some more and there could be monsters that swords are ineffective against.
While swords could still kill a skeleton, the time and effort put into the task may not be worth it, unless someone with a crushing weapon is aiding me.
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Yep guys, like I said swords is not good, not bad for any specific monster. It has a lot of slash into it so any monsters who are vulnerable to just plan slashing instead of hacking or piercing, will suffer the most from the sword.
Cirque, yeah, good point about community. Whoever has a good weapon for a certain type of monster will be in high demand in community. This is much better than somebody having \"da best\" sword with 1000 attack power (let\'s say) who can kill any monster. This is like I said, whack.
P.S. Hopefully mage\'s spells won\'t be too strong in comparison to weapons. Otherwise what\'s the point worrying about type of weapon, when you have a mage that can kill a monster with few hits. (Sarcasm)
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Swords are pretty much an all-round weapon, but they\'re more for slashing, and definitly not crushing (a sword that crush would need alot of sharpening!).
Swords aren\'t that good for piercing though, you\'d be better off with a pike for that.
A sword won\'t crush a skeleton\'s skull, it\'ll hack it open. It would be crushed with a mace \\ hammer, an axe could give a bit of a crushing effect.
There can\'t be \'best\' weapon, because each got it\'s own characteristics.
As I said above, swords are mainly for slashing and hacking. A sword is also lighter and easier to handle, so it\'s faster than other weapons (talking about one-handed here...)
Hammers are only for crushing, and they\'re heavier than swords.
Maces are for crushing, a bit lighter than hammers, and they got those spikes, but they\'re not as good for crushing as hammers.
Axes are mainly for hacking, slicing (depends on the shape), probebly a bit of crushing too.
You could say axes are the best, because they probebly cause the largest amounts of damage. But they got many disadvantages.
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there\'s no best, worst type of weapon, that\'s the thing. I propose that weapons affect differnt monsters differently. Read thought the previous posts, you are repeating what I said.
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Originally posted by sashok20
there\'s no best, worst type of weapon, that\'s the thing. I propose that weapons affect differnt monsters differently. Read thought the previous posts, you are repeating what I said.
I disagreed with you about piercing as one of the things that swords do, and added a bit more about how there can\'t be one best weapon. Is that wrong?
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Originally posted by SaintNuclear
Originally posted by sashok20
there\'s no best, worst type of weapon, that\'s the thing. I propose that weapons affect differnt monsters differently. Read thought the previous posts, you are repeating what I said.
I disagreed with you about piercing as one of the things that swords do, and added a bit more about how there can\'t be one best weapon. Is that wrong?
\"A sword slashes, little bit piercing. \"
As I showed the characteristics of all weapons that I presented. Maybe it\'s just not clear since I didn\'t specify what meant by little bit.
Swords primary strength is slashing, secondary is piercing. A sword can pierce you know. Just the length of the sword does not make the piercing as effective as arrows and spears. Right, that\'s why I said little bit.
80% slashing, 20% piercing make up a sword let\'s assume
100% of piercing make up an arrow/spear
60% slashing, 40% smash make up a axe
100% smash make up club
There\'s plenty more weapons, but I guess the rest just derives from these, unless there will be a whip type of weapon.
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I like the idea of the player choosing the type of attach slash/stab/bash. Each weapon have specific damage by each type of attack. Each monster have specific resistances to each type of attack. And each player gains skills for each type.
So you find a nice slashing weapon and only attack by slash, after a while you become quiet a good slasher. The only problem is that some monsters (the hard ones) are pretty much resistant to slashing ... thus promoting team work. Or you can keep a mace on your belt and learn enough about it so you don\'t hurt yourself.
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Yes, I totally agree with you, I hate games where you have the one \"uber-sword\" that is the best, then you have \"lesser\" weapons like maces, spears, and axes which are basically worthless since everyone would rather use the most powerful weapon.
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I like Samoth\'s idea. We should get experiance on each type of attack. E.g. If you slash monsters alot with a sword \\ axe, your attacks are better and better with it.
That\'s how all skills should be gained, not by experiance that goes up and than you can raise your skills, but they should go up from real experiance.
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hmmm i kinda like that idea too samoth
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same here, i really think this should be implemented in the game. maby not totally to keep things easy, but at least some of it.
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the skill level, would also help to limit the level at which people power level
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well i really like the idea. as you mentioned powerleveling. it would be impossible with this method i and samoth introduced.
All creeps and players would have certain defences against certain type of weapons and skills atrributed to those weapons. So, fortunatelly, if this gets implemented, there would NOT be certain people, even if they are lvl 100, who can take on anyone with their sword, axe, etc.. Since their expertise would be axe or sword and if a monster or player has really good defense against axe or sword, they would have good chance against even such strong opponent. I really like this idea.
Now, let\'s look at how one could develop weapon skills.
I think that it should take loads of time training a weapon skill. This would be good to limit people to one or two skills per game.
Wether it can be what kind of monsters you kill(their lvl) or just constant use of weapons, you would get experience just for the type of weapon you have.
Weapons have skills like samoth said, slash/stab/bash. So lots of weapons would fall into category of slash or stab, numerous weapons would and depending on your skill with stab/slash/bash, it would refect how good you would hit the monster/player.
Ok another issue. Should stab/bash/slash only increase attacking power of the player using the weapon?
I think it should be more than that. The speed, chance of successful hit, and attack power should increase when player has increased his stab/bash/slash skill.
But that\'s the thing again, only when a player equipps a weapon for his weapon skill, then and only then he would have the benefit of attack power, speed increase, more hit chance...
Ok, so what do you think?
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i think this is something where experience you can get per monster would come in handy. That way if you defeat a monster you get a ammount of exp. All or some of this will go to you wep skill (depending of skill and wep ur using) and if you reach enough you get 1% extra, all the way up to 100%.
Tough i cant really figure out why this would stop powerleveling, since you can keep on training with all weapons, no matter how strong you are, and eventually still be able to reach max. compability with all weapons, against all weapons.
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About powerleveling. Maybe it should be done that after certain skill level you have to train only with that weapon type, otherwise the skill won\'t go up. I mean you can get to medium level with every weapon, but if you want to be expert of one type you have to stop training with others.
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But what if you decide to switch your main weapon to another type? You\'ll be stuck with a max of medium level.
How about zero-sum?
You can get alot of exp in a certain weapon by using it alot (fighting, training) until a certain point.
As you use another type of weapon, your experiance in the first weapon goes down.
Some players will go high-end on a certain weapon, and almost no exp (or literally no exp) in other weapons.
Some will have one weapon strong, while others are so-so.
Some will go completely all-round, so they\'ll be good with every type of weapon, but not masters.
This will stop powerleveling, because although the player is really strong in this one weapon, what if he\'s in need of using another type to beat you? Those all-rounders, they might be able to use any type of weapon against you and be pretty good at it, but it\'ll still be kinda low.
Also, this won\'t be irreversable. If you don\'t like using that weapon type you\'re using now, just train and use the other type until you reached the level you want.
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yes yes, bunch of questions comes up :) and some things have to be clarified.
Well I\'m glad you guys agree with the first idea, but the samoths idea is a bit shaky because it involves lvling of some sort.
Well I strongly believe an RP HAS to have some kind of experience gain, even if it\'s not straight character leveling. If you all believe that players will just sit at spawn spots and kill monsters... you might be right, but that can be cured with changing the main attention of the game. If a newb comes to play for first time and he sees everyone litterally sitting at spawns and killing mosters, he will do same.. But if the first things he learns is that this game is quest based.. well who knows... but anyway, I think i\'m bit off topic here.
How to make weapon leveling both rewarding, but not the main attention of the game?
The point is to take away the concentration from the weapon leveling and make players forget about it. Let\'s look first at what benefits the % of weapon improvement will bring:
This is just an example, and can be used of course:
All players start out with 0%
On the first %
+2 attack power
+3% defense increase(blocking with weapon)
then second percent gives you:
+3% increase attack speed
+4 attack power
third :
+4% increase attack speed
+5 increase attack power
+3% defense increase(blocking with weapon)
So ok.. how to make players forget about the % increase and focus on something else.
I believe that the way to do this is to slow the leveling process down to unbearable and hear me out now.
The last 100% will be achieved through 1 year of playing this game, where player plays 1-2 hours a day and uses one type of weapon.
Also the first percent should come just as slow as 100th one, The only difference is that stronger monsters have to be fought to move up higher %s.
Why so slow? Well because if it was fast, people would want to get it done really quick and have uber strong weapons and THEN go onto quests, or do same thing with many different weapons and not have to worry about finding friends with different type of weapons.
But if they see that this process is slow and it takes a week to raise even 1 %.. players will be at first faced with dissapointment, and think that this is unneeded feature :D and NOT focus on this.
but maybe later this will grow into future goals for many..
With the % moving up so slowly, players will not worry about keeping same weapon, and the majority of players WILL in fact have only 3-5% over most weapons, and that is fine, but very dedicated ones will perfect only certain types of weapons.
Well I\'m not a psychologist, (although I find this field interesting at times), and I cannot predict how \"most\" people will react, but what do you think?
So what will be the final outcome.. the 100%.. WELL, I think it shouldn\'t be anything fancy, anything rediculously powering. But would show a significant improvement, just like in real life experience. (the more you use certain type of weapon, they more you get experienced.)
This is just example, but I would propose something close to this
+45% attack speed with weapon type
+60 attack power with weapon type
+25% increase in blocking with weapon type
Well there I go again, writing a book again.. anyway, what u think?
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Originally posted by sashok20
The last 100% will be achieved through 1 year of playing this game, where player plays 1-2 hours a day and uses one type of weapon.
Also the first percent should come just as slow as 100th one
According to you, to advance from level 0 in a certain weapon to level 1 will take 1 year of playing 1-2 hours \\ day?! 8o
If you play 8 hours \\ day (something that many consider impossible) it\'ll take you (/me calculates) 91.25 days, just to reach level 1 in your weapon! 8o
And let\'s presume someone is so die-hard that he\'ll manage to go up to level 100 in every type of weapon, he won\'t need any friends with diffrent types of weapons (something that I think you try to avoid).
With my zero-sum idea, you can\'t possibly reach level 100 in every weapon, not because it\'ll take a long time, but because you simply won\'t be able to do it. So there won\'t be any \'uber players\'
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I like your idea, Saint. I\'d add that when you don\'t train in some time (counting only online-time) the skills will go down (but only with high skills, you\'ll always keep the basic abilities). It would enforce characters to train regularly. Not necessarily much, but regularly.
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I agree that you\'ll have to train a bit to maintain skills at their current position, but it shouldn\'t be too drastic. It would really suck to have to spend 30 mins each day just to keep your skills from going down.
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noo, it would take a year of everyday playing to get lvl 100.. that\'s waht i meant by 100%
well i just read your zero-sum idea... it\'s not bad, can definately work.
I also like the aspect of rl in it. In rl if you don\'t train in something, your skills fade away. I see the resemblence here with zerosum
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Well, I agree that it should take alot of time to be a master with a certain weapon, but it should be the same with magic.
Since I\'m not sure how this whole magic thing will be, I can\'t really give any suggestions, but I think that skilling in it should be harder than skilling in weapons (any magic with fire is stronger then a strike of a sword, because it stays and burns, and I won\'t even go to how nasty sleep spells are : \\). It should be similar to the weapons skilling though.
So if the zero-sum idea is used, it should go more or less like this with magic, only a bit harder to gain skill.
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First I dont think make \"leveling\" slow wouldnt stop powerleveler. I have got the impression that a the slower the progression in a game is, the more powergamer you can find. Maybe im wrong, but thats my impression.
Second I think if you dont want the players focus to be on weapons leveling, you must offer a wide spectrum of equally good ways to become \"famous\", important. It seems, for me, PS will mainly use this way.
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Originally posted by zinder
First I dont think make \"leveling\" slow wouldnt stop powerleveler. I have got the impression that a the slower the progression in a game is, the more powergamer you can find. Maybe im wrong, but thats my impression.
It\'ll either discourage powerlevelers, or make people concentrate more on powerleveling because it takes time wich they don\'t want to waste on other things
Originally posted by zinder
It seems, for me, PS will mainly use this way.
You mean have many ways of being famous, right?
You could be the best chef, merchant, you have the most political power, and much more.
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Originally posted by zinder
First I dont think make \"leveling\" slow wouldnt stop powerleveler. I have got the impression that a the slower the progression in a game is, the more powergamer you can find. Maybe im wrong, but thats my impression.
Second I think if you dont want the players focus to be on weapons leveling, you must offer a wide spectrum of equally good ways to become \"famous\", important. It seems, for me, PS will mainly use this way.
Amen. In the end, we only want a bit of love and attention.:(
Maybe the true way to stop all those lvl100 powergamers and their \"j00 i r0x0rz ph34r m3 im much b3tt3r then u!!!!1111!\" would be to just show them some other ways to waste their life :). And if they\'re too much of a l33t, we can just kick them out of the game. After all, PS is supposed to be a roleplaying game with a nice community. If they want slash and hack and l337, that\'s what RoonSkape is for in the first place.
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Kicking everyone that gets to level 100 and bashes monsters? ?(
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dont forget the many different kind of weapons and weaponclasses.there r daggers ,staffs ,whips ,crossbows ,halberds ,sabers and even there r short daggers ,long daggers ,double axes with a hammer head ,ninetails ,morningstars shuriken ,nunchukus ,throwing axes and knives and many many more all with different dammage types and usage.perhaps gloves for fighting or knuckledusters,shields for bashing(with spikes too?).dunno what i missed but its quite more than i can imagine or post here. XD. most of this weapons have more than one way to hurt a monster.so ull be able to get exp in some of the skills but only they way u hurt ur enemy.if u hit an oponent with an armor in his uncovered parts like his genitals for example and can only make some little scrapes ull get slash exp but if u bash him on his armor ull get bash exp.thats what i suggest
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I don?t think that was what he meant Saint.
I gathered that he was more referring to players who show an obvious level of disrespect for the RP aspect of the game by ?L337?ing their way through conversations and only hunting monster to become more powerful. One of the things that I suppose will be in PS, that will set it apart, is the fact that you wont need to kill things to become stronger in the skills that you want. So the Bashers and the L337ers could be, shall we say, regulated ;)
Hey look a new guy^ Howdy Buzz!
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Buzz - These things were talked about in the first page of this thread...
XpYtZ - Oh, ok, well it sounds fair to me. But it could be a problem to decide who\'s a role player, and who\'s 1337.
As a warrior, I\'ll probebly start by doing mostly monster bashing for a few days, and only then move to working as a forger. Once I feel I\'m more than a novice in both skill and money, I\'ll go and do quests.
But something like that could be interpreted as 1337ing, atleast atfirst while I\'ll bash alot.
And what about someone that will work alot at the beginning, gain thousands of trias, and then start bashing? He\'ll be able to invest most of his time as a basher without having to worry about monetary problems... Would that be 1337ing too?
And you can\'t really say that a 1337er isn\'t roleplaying either... What if he\'s roleplaying a warrior that devotes his life to fighting monsters so they won\'t harm civillians? I see nothing wrong with that.
Kicking someone for behavior I can understand, but kicking someone for roleplaying in a diffrent way is kinda weird.
Besides, you can\'t not roleplay in a game. Every game, even non-RPGs are actually roleplaying. Think about it.
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Uh?
When I said 1337ing I was referring to those who speak that way all the time. As for all games having a level of RP. No I don?t see it. But than I have strict rules about what is and what is not RP. I plan on doing some strict bashing time out of the box as well but that is not what I thought we were talking about. I should have said powerlevelers. They are pretty easy to pick out in my opinion. They kind of have one objective. Level. They work at that objective to the exclusion of all the other gamers and/or plot lines and search for ways to manipulate the game mechanics so they can be all powerful (AKA uber1337). I have nothing against evil characters seeking after power and dominion but lets be serious its very different. {That?s off subject and in another thread} :)
Back to the point: I?ve played games that work the learning curve with a zero sum method and it worked pretty well. One of the other aspects that they added was that the more weapons you could use the more fighting styles you could defend against because you understood what the next move should be. Like chess gamut.
While it was all good and fun to learn, or excel, at a single weapon style it was detrimental if all you knew was the sword and the opponent was an expert at heavy/war axes. One thing I did not noticed mentioned was the martial arts in PS. Need it be said that the foot, hand etc. are weapons as well? :D
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Zero sum is alright, but always seemed like an artificial restriction to me.
How about if people forgot skills that they did not practice/use. Since few people would be able practice or use all the skills continuously, the benefits from the less used skills would not apply.
But they should be easily recovered, so you could always buff up on some of the weapon skills before going out hunting, for example. This approach would have to account for real life non-playing time. So everybody would have to plan on practicing some if they have not played recently. Players who played frequently would have an advantage in not needing to practice as long. But in the end there would have to be some diminishing returns sort of limit to how much high skill levels help combat.
By playing with the values you might be able to split hairs and allow a player to practice either slashing or stabbing (or practicing with a bastard sword or practicing berserker attacks), for example. Players might then have to practice the specific skills that are needed for the next campaign, something that must have been familiar to the common pre-modern foot soldier.
As far as players sitting on spawn spots killing monsters. SWG would spawn different types of monsters each time. This would work with this approach since special specific attack type bonuses from skills might apply to the monsters just killed, but not to the next type of monsters that spawn. Also spawning different levels of monsters would keep people from spawn sitting.
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I like the zero-sum idea for skills.... sounds great. And you should lose exp slowly for quite a few skills.... say for weapon skills 10 - 20 mins every 10 hours online should stop that.
For power leveling and so on, there is a simple solution. No levels. Think morrowind style (where each skill has levels) but without any main character levels. Especially the part where you can only level up a skill by using it or getting a trainer. With this system there is no way a character can spend three hours crosbowing bunny rabbits and learn how to cast a fireball.
I think for weapon skills you should have not just bash / slash / stab general skills, but a variation on these for EACH weapon. So you have sword stab / bash / slash, slash and stab woul be pretty powerful for most swords but bash (hitting someone with the flat of your blade or pommel) would be pretty cruddy), for a club bash / poke / swipe, with poke doing nothing much (maybe with a chance to wind unarmoured characters you poke in the stomach though). In battle you would be able to select which strike to use, and be able to qeue up sequences - say slash, slash stab. Improving your stab skill for the sword would increase your slash and bash slightly - after all you\'re handling the same weapon, with the same balence etc. Also if you use a certain combo / sequence a fair bit you could get a \'skill\' level in it and get a bonus when you use that combo.
A bit more on the sequence bit.... say you have the interface window looking a bit like
. __ .. __...___...___.. ______
| B | | S | | T | | L | | S S T |
----..----..----..----..----------
You have your Bash, Slash an sTab buttons, then a Lock button i\'ll explain in a sec, and then a box which fills up with the next 5 or so moves you select. In this case its Slash, slash, stab qeued up. Now as it is this isn\'t a combo, just the next three attacks you will make. But if you press the lock button, it will lock those three moves into a combo, where each action will execute faster, but doing less damage. However once you practice up that combo, it will take as much time as two single moves and do almost as much damage as three moves.... Or something like that.... tweak as you like.
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I don\'t think that your skill in stabbing with a sword, and stabbing with a pike should be diffrent. It\'s the same skill, only that it\'s a bit less damaging to stab with a sword (/me waits for countless of swords know-it-all\'s to counter him).
I do like the custom combos idea though
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My reasoning on having a differnt stab skill etc for each weapon is this:
Ok, the basic stabbing itself isnt too hard to get the concept of - you get the sharp pointy end, and poke your enemy with it. Even orcs and goblins don\'t have too much trouble with this part :).
The difficult part is getting your aim right (and to a degree the right amount of power, so you dont actually impale them and have to kick them off your sword). To get your aim right you have to have the right feel of your weapon, get your balance right and so on. Now the balance for a sword is going to be COMPLETELY differnt from that of a pike. And the skill differers from sword to sword as well. Stabbing with a longsword is differnt to stabbing with a Katana, because the katana is curved, and to penetrate farther with a katana you would have to put a curve similar to that of your swords blade into the stroke.
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I?m more than willing to oblige with the sword vs. pike or any other weapon debate.
A short sword is easy to stab with ?timing the stab so you don?t lose your arm is the hard part.
A long sword, if it uses two hands, is only slightly different until you take into account that a long sword is a slower weapon ?again the arm chopping idea.
A pike has a far greater range and head weight, while stabbing is stabbing; the exact technique is quite different from that of a sword. The same as an axes slice and a swords slice are different.
Mastering the technique of each weapon does come from practice but you learn things that can be applied to each kind. If you are looking for absolute realism from the attacks than you need to allow the character to use their sword like they would an axe (though very different weapons and styles) they would naturally get slaughtered if they used it that way all the time but, hey, just because they know it is a sword doesn?t mean they know how to use it. That comes with time (or in RPG lingo, experience) and they will stop needing to attack in that sloppy way. For even more realism you could have the character be able to injure himself or others with his poorly aimed shots?you all see where I am going with this. You can go in depth as far as you like and there will always be more to do until it is so deep that you cant even use the thing. While I like multi attacks and the like. Simplicity (at the early stages) is key. That is why ?after all that- I think it is more strategic to keep the techniques (stabbing, slicing, etc.) out of the learned skills arena. Sure the attacks can suffer at lower levels and become stronger at higher ones, but training each skill separately. PITA (Pain In The A.)
[hmmmm. Yummy pita :)) ]
Oh and up with custom combos (can we add blocks in their as well, the best offence is a good defence :) )
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\"the best offence is a good defence\" - paradox.
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Originally posted by Cirque
\"the best offence is a good defence\" - paradox.
It\'s not only a paradox, it\'s wrong too.
The best offence is the best offence.
I agree with XpYtZ, it does seem like there\'ll be too many things to learn that way.
And in the custom combos, I think it would be cool if the diffrent combinations of them should trigger diffrent animations, and cause diffrent amounts of damage.
E.g. having 3 Slices in the combo box will trigger a diffrent animation that is also smoother, faster (less waiting between attacks) and a bit stronger than simply using a Slice attack 3 times
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For power leveling and so on, there is a simple solution. No levels. Think morrowind style (where each skill has levels) but without any main character levels. Especially the part where you can only level up a skill by using it or getting a trainer. With this system there is no way a character can spend three hours crosbowing bunny rabbits and learn how to cast a fireball.
sounds like ultima online... no levels but skill level.
By the way, now that I think of it, same goes for zero-sum.
Even though I find this method of leveling very good and strategic, it\'s already been thought of and widely used.
another issue.. skill for each weapon? are you nuts?
I am sure if you take this task upon yourself, the devs will give you time and space,
but don\'t ask the devs to do this themselves while you wonder what\'s taking them so long to make the game.
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?The best offence is a good defense.? It is a figure of speech.
All I was saying was that you should be (it would be nice if you were) able to use defensive techniques along with your offensive ones. That?s all.
Like Morrowind?skill based only???
Skill based or level based wont change things for most powerlevelers it will only change the way in which they do it. That is why you end up with script monkeys in text-based games, many of which use levels and skill training in a combined fashion. Community takes care of those guys ;) .
Back OT: I?m all for natural weapon attributes (kinds of damage) and only partly entranced by a system for combos. I?ve played games before where weapon attributes were implemented and it worked quite well. It was a pain in the ars some times but it worked quite well for the most part.
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Its \"the best defence is offence\". This line of thinking was commonly adopted in wars where the enemy had superior numbers.
But yeah I get your gist.
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Its \"the best defence is offence\". This line of thinking was commonly adopted in wars where the enemy had superior numbers.
Whoopsely do! you are correct.
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I just read the 1st post again and it occured to me that people are saying axes are \"slashing with a little bit of smash\". Axes \"cleave\", swords slash and stab, spears stab and hammers and clubs are blunt forced trauma.
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another issue.. skill for each weapon? are you nuts?
I am sure if you take this task upon yourself, the devs will give you time and space,
but don\'t ask the devs to do this themselves while you wonder what\'s taking them so long to make the game
It wouldn\'t actually take all that long. All you\'d have to do is create one and copy it, editing the names and basic stats.
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Even if it is so easy, how about training in them? You\'ll have to train in each weapon, for each type of attack. By the time you\'re experianced enough in one weapon, you already got a new one.
Maybe training for each type of weapon, and each type of attack. But these things should be general.
E.g. you train in daggers, and your skill for using any dagger increases. You train in stabbing, your skill in stabbing with any weapon that supports that increases. Not for each weapon and each weapon\'s attacks, it\'s crazy.
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I kinda agree, it could be cool to have different skills for all different weapons, but like snuclear says, too much to train in.. takes away focus from the game.
I like the idea of just choosing your weapon and advancing your skills using it, so if that\'s done I wouldn\'t complain. But that\'s whole different topic, doesn\'t fit into this discussion