Author Topic: Weapon Stats  (Read 6627 times)

LondonWalker

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« Reply #45 on: December 04, 2004, 09:51:03 am »
Shamed to say this but I used to play RuneScape and it also had something sort of similar to what your implying, though not as free-form. You could choose accurate, rapid or long distance with long ranged weapons, and strength, block-attack and something else I can\'t remember.



Grrr I just wrote that post after reading through the first page of this thread but not the others... annoying but I hope it still applies.
Quote:

\"When I was a little boy, I really wanted a catchers mitt. But my dad wouldn\'t get it for me. So I held my breath until I passed out and hit my head on the coffee table. Doctor said I might have brain damage\"

\"Dad, what\'s the point of this story?\"

\"I like stories...\"

Fiver

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« Reply #46 on: December 04, 2004, 02:07:52 pm »
I think that when you look at a sword and pick it up you can see its qualety, sharpness right away but you need some expirience and kloadge to see what material it is made of and it that material is of good qualety so in my opinion a low lvl character shuld only see stats as:
Fordged Qualety:  low/medium/high/exelent/masterful...
sharpness:  sharp/razor sharp/supreme sharpnes...

but as the character increases in lvl and experience so shuld his knoldge of metals and craftmenship so he shuld see more of the weapons stats like
material qualety:  semmy good/good/very good/exelent...

since the char wuld know how diferent metals react to inpact he shuld be able to see how resistant the weapon I think that when you look at a sword and pick it up you can see its quality, sharpness right away but you need some experience and knowledge to see what material it is made of and it that material is of good quality so in my opinion a low lvl character should only see stats as:
Forged Quality:  low/medium/high/exelent/masterful...
sharpness:  sharp/razor sharp/supreme sharpness...

but as the character increases in lvl and experience so should his knowledge of metals and craftsmanship so he should see more of the weapons stats like
material quality:  seamy good/good/very good/exelent...

since the char would know how different metals react to impact he should be able to see how resistant the weapon would be in battle so he should be able to see the endurance of the weapons
endurance:  short last/medium/long last

the character would also in time learn as to what weight it handles the best
weight: light/medium heavy/heavy/to heavy
but these stats would change according to the chars strength and agility

also from the weight and knowledge of a certain type of weapon a char would know how fast he can be with that sword
speed:  fast/ medium fast/ slow / very slow
I could think of other stuff

in my opinion that way a weapons effectiveness would be affected by the characters skills/stats/lvl and would make a quality sword lass affective in an low lvl char then with a hight lvl char...  and with certain skills the weapon\'s quality and endurance could be improved...

thingythekid

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Archery
« Reply #47 on: December 04, 2004, 06:15:33 pm »
I apologise if this has already been said, but I have read through this thread and felt that I ought to give an idea about (good guess) Archery. Perhaps instead of just RPG or player aiming, a combination of the two?  A low skill making the reticle waver so that the shot was more liable to go awry, and a high skill occasionally allowing for a rock steady aim. This would be similar to the sniping skill in Deus Ex, although perhaps the player could purchase potions or something similar, so that their hands didn\'t shake so much or they had a larger hit area. For instance:

Eagle eye charm: Larger reticle
Calming Potion (perhaps with a much better name :D) :  Less \"waver\"
Whereas:
Coffee (too much, that is): More waver
Beer: More waver
Stunning: smaller reticle
Blinding / other vision impairment spell: smaller reticle

Just an idea.
*Hides behind a flimsy flame shield.*

Edit: Woohoo! First Post!
« Last Edit: December 04, 2004, 06:17:19 pm by thingythekid »

Syzerian

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« Reply #48 on: December 04, 2004, 10:18:50 pm »
Wouldnt a bigger recticle be a disadvantage rather than an advantage as a bigger recticle means you have more \'bullet spread\'. This is a mmorpg the player shouldnt have to aim as lag and connection speed will make it impossible to hit moving targets. But perhaps if you had to hold down the mouse button to make your shots more accurate but that would get less and less as your skill increases.

thingythekid

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« Reply #49 on: December 04, 2004, 11:14:28 pm »
I wouldn\'t have thought that lag would be a problem any more than it usually is, as aiming could be treated as not being real time. By not being real time, I mean that as the reticle wavers, it would not have to be constantly reported to the server, or controlled by the server (any more than the server saying \"this amount of waver\" ), but only reported as the shot is fired, and thus only one location has to be dealt with. I think Crystal Blue is going to have real-time combat anyway, so a close combat attack would have no advantage lagwise over ranged attacks because everything would be dealt with as if it were, for instance, LOTR. That said, I\'m probably incorrect.
With regard to reticle size as a buff or debuff, you are right and I am wrong! HAH! No... Wait...

EDIT: *grumble typos grumble*
« Last Edit: December 04, 2004, 11:15:08 pm by thingythekid »

Black Kitsune

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« Reply #50 on: December 30, 2004, 07:58:46 am »
No one has to listen to me but I would like to see the sheathes for the weapon jingling at your side, hip inside robe or leg.  Just an idea......dont have to listen.......ignore me...

Ulf Kleppe

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« Reply #51 on: December 31, 2004, 06:18:26 am »
if people are trying to work with a numberless system, its going to involve something i like to call dynamic systems. and computers are bad at calcluating them.

to summerize, computers + numbers= good , ergo->use numbers (all current rpgs need some form of numbers to do graphical, damagal, or whateveragal )

i havent heard of any sort of rpg to not use numbers, in fact real life has become quantifiable through precise measurements.  so so so




so buttons.

(i dont understand what i just wrote)

cwazierussian

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« Reply #52 on: September 30, 2005, 01:39:48 am »
i think stats should be hidden but you should still have some way of telling about how good your sword, axe, pointy stick is. something like descriptions \" you see a sword with a keen edge and a fine hilt but the base of the sword is slowly starting to rust away\" and i tyhink you could make this a randomly generated list so each one doesnt have to be specific like take my sword for example its a 10.8 slash broadsword instead of saying 10.8 you could have it have a base number for all broadswords like a 5 or something then have it say adjectives (kind of like the new random item generation system but not directly in the name but the description) and some adjectives or descriptions would have different modifiers (ex. looks to be of fine craftsmanship=+3 showing a bit of rust -1 very rusted -10) or something like that but keep all the numbers invisible so you dont have a perfect uber weapon but a series of strong weapons that very depending on their age and stuff and if a monster thats in the sewers drops an item it is more likely to be rusted and if its an axe in the forest it might be duller than others or something like that well anyway im a noob so dont listen to me =]