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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.
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.
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.