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Messages - Ajatollah

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1
Wish list /
« on: June 14, 2003, 01:20:49 pm »
Tolkien simply collected the parts for his mythos from those around Europe. Afaik, most of his creatures and races can be traced into some old stories. And every nation has their ghosts, pixies, gnomes and elves. I believe the names (troll, fairy, gnome) are quite often just different names to same \'creatures\'. But the creatures might be different by culture.

But back to the topic:
The list seems odd. You would place pewter above steel and Iron? I\'d change the list this way: [from strongest to weakest, respectably]

Mithril - Steel - Iron - Bronze - Silver - Brass - Pewter (tin?)
Though we could add some materials like wood and cloth (in different forms), and bone of course. I could imagine that cloth isn\'t suitable for weapons, but it can be made into an armour. :)

---
But there are some points I could take up. Now let\'s see, if steel has been invented, there would not be many reasons to use any other materials, except special properties and price. For cheap armour/weapon, use Iron which is very prone to rust. For special and magical properties, use silver (let\'s be Tolkienish and keep Mithril as a form of silver). Now a weapon made completely out of silver wouldn\'t be good, since silver is such a soft material (silver dagger against a steel plate?). So let\'s use \'silvered\' weapon instead. A blade which has silver veins added on it, to deliver the desired effect (kill \'em werewolves!).
For armour, I don\'t quite have a point why to use silver, unless it also has defensive magical properties.

>>>end_of_rant

2
Wish list /
« on: June 14, 2003, 12:59:29 pm »
Hey hey don\'t forget dices! :D
Some 3-dice game would be fast and easy to play. Bet your money/stuff for a game and the winner gets it all. I think it might be easy to implement too.

3
Wish list /
« on: June 14, 2003, 12:51:16 pm »
Hehe, beat the poet, since he writes worse than a monkey.

Kuiper7986:
What I mean is that a weapon is a a tool, it should not imbalance the game or give the character an advantage over fellow players who use, say weapons with lower quality. It should be the skill that is important. This is due to the idea I have about roleplaying. A character should be a _person_, not a dummy doll to put equipment in. If we could get rid of the eq-monkeys, the gameplay would be more interesting since a good swordsman would be a good swordsman, regardless of the sword he/she uses. The weapon isn\'t indifferent but the game could be balanced so, that the (often) magical properties would not imbalance the game.
Perhaps I should have written that line earlier, since that is fit to be the ground rule to my rant here. At least for now, I just woke up. ;)

tygerwilde:
Sorry, I wasn\'t talking about the rank system for a character. This rant is (should be at least) about weapons and appropriate skills and the game balance regarding them. :)

4
Wish list /
« on: June 13, 2003, 10:13:48 pm »
Hmm...  *hard thinking*

Yes yes. You are correct in comparing the aluminium foil and the quarter. But what we are talking here is martial combat equipment, where differences aren\'t as great and possibilities of use are tightly restricted.
But I don\'t quite understand what you mean with the first argument. I mean, naturally ppl like to use good weapon and so on. But only those who can afford them have access to them, in terms of craftmanship and prices. Maybe it\'s just me, and I didn\'t get my idea expressed as well as I wanted to. :D

But I disagree what you mention about the durability. In my scheme, it would be impossible for a lowbie to rise 50 levels a day even if he gets a high level weapon. Only in that case, that the user has a very high skill in fencing, that could be possible. But that can be restricted via the experience/skill gain system. And think of this: if any player decides to use experience to increase only his fencing skill, wouldn\'t he/she be a great fencer, regardless of the weapon he/she uses?
But I think you mean something like a lowbie char with bad fencing skill would cause the weapon to wear out faster? Yes I think so too. But in this scheme, there wouldn\'t be _level_ restrictions. The similar effect can be made with comparing the weapon skill level with the \'craftmanship\'  attribute and with some formula, remove the appropriate amount from the current durability. See? Easy and without level restriction. :)

There would not be any \'?ber\' weapons. This is something I\'m running for. A system where the item itself cannot imbalance the game. Only the player with sufficient skills can. If that can be called imbalancing. :)

Now I have some more thoughts but I need to consider them more. Dunno, maybe I should write an essay about the matter. :D

5
Newbie Help (Start Here) /
« on: June 13, 2003, 07:15:12 pm »
Hey I\'ve been experiencing horrible fps in certain places:
Rain start/stop.
When my char\'s nose is pointing towards that Inn or that Temple (no matter what the distance is). I can\'t go in on either place, since my fps drops to 1 millionth frame/sec, UNLESS I turn my nose towards the ground. Then I can try to leave the are (barely).
Also when I have the \'chat\' screen on (F1), the fps is reduced greatly.

I use 800x600x16bpp on:
D900 / 382MB
Gf2 32MB.
And WinXP (migrating to Linux in some point tho)

Otherwise the game\'s running just fine, when taking into account what version it is. Oh and thanks guys, great work :)

6
Wish list /
« on: June 13, 2003, 07:01:48 pm »
And to the second part of my rant.

Clearing up the previous:
Weapon attributes:
 * durability, depends on (when forged)
    - weaponsmithing skill
    - material

 * material
    - can be used to determine effect on special types of creatures (ghosts, magical creatures)

 * craftmanship
    - sets the default skill level of repairing/upgrading

 * weight
    - determines - in conjunction with the skill/skills needed - the speed (strikes over time) and of course the burden when carried)

Ok I hope I\'m making sense in this point.
Now what about magical effects and enchantments in the weapon? My mind is set in this way: The basic enchantment that a magical weapon has affects the way the weapon is handled. That could mean an increase to skills required or decrease in the attributes the skill is tested against during an attack. Naturally there can, and should be all sorts of enchantments available to weapons and other eqipment, but this concentrates on weapon usage and special effects.

We could take an example from my own library: The Elric saga (By Michael Moorcock). Elric has this neat weapon which not only sucks the souls of those slain with it, but grants certain bonuses to the wielder. These bonuses are propably increased the same pace the sword consumes souls.

In my terms, I would imagine the sword to be something like this:
 - weight: huge.  It would require tremendeous strength to wield it and to strike swiftly.
 (The sword was made by some demon lords and it is, after all, a greatsword, being 1,5-2 meters long [I guess])

 - material: Something black stuff. Prolly metal.
 (It can even kill gods)

 - craftmanship: Superb. This blade cannot be harmed by almost anything.
 (we could say that some magic with horrible porportions can harm it, even destroy it)

 - durability: massive. Read above.

***
Enchantments.
 - adds strength
 - adds endurance/hitpoints (it sucks souls so why not?)
 - diminished requirements for usage (Elric was an ill albino, he couldn\'t even wear his armour without strengtening herbal drink)
 - adds magical abilities (just something out of my head)
 - own will (can initiate attacks when readied if check against user\'s willpower fails)

Ok in this point I could use some feedback and comments, if you will. This is more like talking to yourself. :D

7
Wish list /
« on: June 13, 2003, 06:31:50 pm »
Ok I\'m not a good writer so please forgive my mistakes and crappy grammar. It\'s the idea that counts, right? ;)


Why use so many attributes? I think there could be a more rational and easier way to do this instead of putting every attribute known to man (or every other rpg) in one object. I would like to suggest another approach into this matter. It would be based on the skill of the user, rather than to weapons with kazillion attributes.

Basically, what is a weapon? A lump of made into a specific shape and balanced so that it can be used, in combination with a couple limbs, to do damage to a living body. This is an example so undeads do not count. I doubt that a weapon \'defends\', \'attacks\', \'damages\', or brings your slippers by itself. It\'s the user that makes it happen. This approach makes use of this fact (opinion?).

In some MMORPG\'s which I have read about (and played a couple), there are some sort of level restrictions on weapons/equipment. This indicates that the items have been made so, that a newbie using a high level item would imbalance the game. In Real Life(tm) things are far beyond this. A fencing duel is up to the fencer, not the blade. Unless the durability issue comes along (the sword can break). But if the system would make more use of the skill level of a player, all this could be avoided. Ie. Less work, more diversity. Everybody happy?

So, what am I ranting about? In my example, weapon comes with a few less attributes than above: Material, weight, durability, craftmanship (ie. how well the blade was made).  And these values are related to each other if funny ways.

WTH?!?!?
Yes. What I\'m saying is that the weapon should have only the attributes it has, realistically (yes, yes it\'s _fantasy_, but ideas aren\'t banned here, right?). We could say that there is the material ( Steel), and then there\'s the craftmanship (skill level/whatever of the swordsmith). These values would affect durability (ie. how much damage the blade can take before getting dull/broken), weight (in general, the lighter the better, I\'m told) and  craftmanship.

The math here goes something like this:
What we\'d need is; the default skill level required to make this certain type of weapon, the default weapon weight, and the basic durability. During creation, these attributes are modified by the material used and the skill the weapon was crafted in. The skill level the creator had would also affect the later use of the weapon. Meaning that it would be the \'default skill level\' when making checks in repair skill.

There. All we need is someone to write about the skill use during combat and my plan would be perfectly set for you to follow. But now that guy has to rest his mind and think about it some more. I\'m not a good writer because I can\'t think and write at the same time. One must follow the other. :D

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