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Messages - Snut

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Wish list /
« on: December 01, 2004, 02:56:22 pm »
As Xandria suggested previously in that \'No more numbers\' thread, it would be great if you could test it in a shop or had some kind of trial period with the weapon first. Let your character swing the weapon a few times, take a few pot shots at a practise dummy. But even then you\'d have to give some kind of indicator or how hard you\'re hitting - perhaps the dummy could judder more as you hit it harder. The speed of your swing and your accuracy with the weapon would be easily visible. Buying the weapon and then taking it out on a \'live\' test run, though...

I mean, would you want to shell out hard earned tria for a weapon, only to learn through the rather dangerous business of testing it on suitably aggressive critters that it\'s actually a bit useless? :) Especially if you\'re playing a weaponsmith or experienced fighter who really should have known better the moment they picked it up in a shop.

Maybe a better guide would be the price of the weapon, but who\'s going to rank weapons by price, and with what criteria? Does damage affect price more or less than speed, or durability, or the opulance of the filigree on the pommel?

What\'s to stop both NPCs and players selling weapons at inflated or ridiculously low prices, through ignorance or averice or generosity? To fix prices artificially makes no sense and removes a lot of richness from the game, and balancing the weapon prices so that certain types of characters paid less for more combat-effective weapons could be a nightmare.

I like the idea of having to test weapons, but I can\'t see it working unless there\'s some kind of sandbox in which to play with them, as well as the option to return the weapon for a full refund. That doesn\'t make much sense in the game setting though. :(

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Wish list /
« on: November 30, 2004, 10:13:27 pm »
:D I agree - in systems which allow it (annoyingly few) I like playing agile mages with a few dirty close combat tricks up their sleeves. That\'s mainly because I like lone adventuring as well as trailing after big guys in chainmail, and also because it\'s nice to be able to back up my magic with a bit of eye-poking.

Flipside, the \'full support\' archer or mage usually has a place. Purists or specialists and so forth, the less combat focused or the group-combat-centric... specialist healers, for instance, rarely seem to want for lack of a group willing to adventure with them. :)

Besides, there\'s always the wizards battlecry: \"Expiditious Retreeeeeat!\"

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Wish list /
« on: November 30, 2004, 08:25:10 pm »
Just to toss a small but maybe interesting point in, that very few games or films make use of.

You don\'t run around with your bow/crossbow strung constantly. If you do, you end up with a bit of bent wood and some expensive limp string, especially if you\'re bounding through humid or damp places, or extremes of heat.

In order to avoid constantly replacing weapons, archers would leave their bows unstrung until they need them. This, combined with their general uselessness in melee, means that mages, fighters and archers occupy distinct and useful positions if mages can throw out a spell quickly. Mages are faster, but archers aren\'t limited by mana (only arrows, which should be cheap), and both are pretty useless when something is eating their face.

Also means that throw weapons become attractive again, despite their generally lower damage.

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Wish list /
« on: November 30, 2004, 08:02:39 pm »
@ Syzerian

Wouldn\'t the number of combos you could squeeze into a round be really heavily dependant on the intertia of the weapon? I like the idea of combos though, if done well they make combat look really nicely choreographed and funky. Prince of Persia made me feel really good about my frantic and scared button mashing, I\'d love to see a less platformy game do that...

@ Adeli

Quote

This is easily resolved.
You character will not have access to the stats like you could.
This game is heavily roleplayed.
If you look at a sword, do you see numbers telling you how much damage it deals? No, so why would your character?


I agree. I don\'t want numbers. The problem is that in order for me to roleplay, I often need access to information my character has, but which I do not. I point out I\'m not very good at roleplaying, but I do try :D . For most adventuring characters, the quality of a weapon or a piece of armour (as I guess this applies just as strongly to armour as weapons) is likely to be an important deciding factor in whether they trade in their old one for new. Not all claymores are created equal, but neither do they come with handy numbers attached :)

Not having a GM handy to describe your character\'s impression of the weapon in a nice manner, the game needs to supply at least some of that information. Numbers are the traditional method. Brilliantly detailed modelling and texturing of individual swords that I can peer at for faults might be another, but a lot harder to do well.

Numbers just don\'t cut it in all, they foul up the suspension of disbelief something chronic for me at least. I know there\'s another thread on adopting a numberless system throughout PS here , but if that isn\'t possible I\'d still love to see weapon stats  hidden - whilst still giving you enough information to make decisions for your character.

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Wish list /
« on: November 27, 2004, 08:35:48 pm »
It\'s a fine line between too many souless numbers, and a confusing lack of information IMO :)

As your character rises in power and acclaim you want to be able to give them commensurate increases in the quality of their equipment. On the other hand, I think it\'s silly to base the choice of weapons on \"This one does 2 - 5 damage, but that one does 3 - 8\". There are loads of other factors, especially if you\'re roleplaying a character and some of those factors aren\'t even modelled in the system. For example, I think Claymores look cool. They just /do/. So my character might use one even though the Hello Kitty Katar of Neon Pinkness technically does better damage... and that seems right.

So maybe there should be some general, fuzzy description for individual weapons (high quality, low quality) and a bit of description about attack speed and damage of the weapon type (high damage, medium speed etc). Avoids compelling newbies into choosing a weapon they normally wouldn\'t because it has a number in its descript that\'s one point higher.

Will there be any sort of \'familiarity\' stat with weapons? I think if you use a given weapon (any weapon, regardless of quality) for long enough, you should be better with it as you learn exactly where its balance is, where the edge is keenest, how best to use the momentum etc. This is a stat unique to that single weapon and seperate from skill stats, which apply to all weapons of a type. I just love the idea of a high-level character wailing on things with the *exact same sword* they bought as a pathetic newbie, without being at a stupendous disadvantage.

Would also make the exact stats of a weapon less important, regardless of how visible they are, as you know you can make up for a slight deficit with familiarity.

Edit: Oh yeah, and would mean people would tend to want their existing weapons \'upgraded\' with minor enchantments/pommel adjustments to tweak balance/better honed edges instead of just trading it in for a better one. People get attached to things, and weapons are as good a thing as any to cling to :)

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Wish list /
« on: November 27, 2004, 07:46:03 pm »
Alchemy is always a lovely idea in games. Unfortunately most \'alchemy\' skills do boil down to potion making, which is not perhaps as rich an opportunity as the name deserves (although I\'m not questioning how useful it is)

My thoughts on alchemy: science. Yes, that simple. Mediaeval scientists were not as primitive as we like to think, and some of the most important research of the time (in england at least) was done within the monastic religions that most people seem to think were holding it back.

Inquiring monk or freelance alchemist though, the basics of scientific enquiry were well-founded and although there were certainly some strange ideas and pursuing of goals now accepted as impossible even with modern technology, it was still science. Highly emperical science, but science.

In a setting where the underlying laws of reality might be probed and fiddled with magic, I think scientific advancement would be accelerated, not retarded, and alchemy would represent bleeding-edge research (within the timeframe decided by the setting i.e. mediaeval, so no \'alchmical\' internal combustion engines) combining chemistry, physics, theology, philosphy and not a little magic. Science isn\'t yet deep enough to be split into the various areas we lable it now, so alchemy really is a catchall. It seems strange there\'s even science/magic division, but that\'s getting seriously off-topic.

*thanks XpYtZ for pointing out the depth of alchemy too*

Might be a bit much to try to make alchemy all it should be, but there\'s no reason to restrict it to potions I think.

In game terms, I\'d expect \'alchemists\' to be concocting a huge variety of substances (most as a side effect of their research) - corrosive materials, flammable oils, foul-smelling tinctures, luminescent pigments, poisons, nigh-unbreakable composite metals, and so on. The important thing would be an air of research - not knowing exactly what will happen when you try to mix two ingedients, \'though you may guess based on what you know about them. Keeping this kind of feeling might be really difficult in an MMO game though - perhaps the introduction of new materials every so often, as well as making such knowledge valuable (player-published \'books\' of alchemical formulae?\') and ensuring there\'re a staggering number of combinations might work though. An alchemist\'s income would perhaps be equal parts selling the weird and wonderful things s/he has made, and selling the formulae for the most important to interested parties.

Healing potions and stuff would be more the realm of the herbalists/pharmacists, although there\'s no reason why an alchemist might stumble upon a new recipe for a healing salve. Alchemists would find new research I think, leaving others to perfect and manufacture the things they produce.

With a nod to the other alchemical thread (explosives and stuff) it seems sensible that an adventuring alchemist would take a few ceramic bottles of the more offensive creations with him. Glass might be expensive, and I think explosives definately a bit of a no-go, but a few ceramic baubles filled with sticky goo that makes the enemy\'s armour glue itself together, or stinking liquid that renders them helpless with nausea, would be just fun. Small ones could be a fine form of slingshot ammunition too, as well as larger grenades for throwing. You could even make clumsy arrows with ceramic heads filled with the stuff.

Hmm. Long post. Sorry - but alchemy rocks, and it\'d be nice if it were richer than Morrowind et al have made it.

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Wish list /
« on: November 27, 2004, 06:26:54 pm »
Personally, I love the idea of weapon stats being hidden or at least extremely simple - the depth should come from the character and how it uses them.

Characters might be able to evaluate the quality of a weapon though, as they have more information than players - it\'s hard to show in-game the tiny dints and scratches which betray the soft, cheap metal of a blade, or the slightly off balance when this warhammer is swung, but a character might respond with generalised thoughts on the quality of a piece when asked. Obviously armourers, weaponsmiths and (to an extent) fighters will have an advantage over the average layman. Anyone can give feedback like \"This sword appears to be of fine quality, and its balance suits you well\" though

Also, the slider thing - a nice way to present this might be a triangle (like the colour selectors used in certain creative programs). Stick \'attack strength\' one one vertex, \'attack speed\' on another and \'accuracy\' on the third, and let the player drag a marker around to indicate their preferred tactics. A small list of configurable presets with hotkeys might be good for that \"oh dear...\" situation when you meet something scary.

This covers most tactics, especially if a defensive/offensive tactics toggle is available as well, and is quite intuitive. Thoughts?

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