Author Topic: Weapon Stats  (Read 6635 times)

dfryer

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« Reply #15 on: November 17, 2004, 07:16:36 pm »
We can even complicate it further!

The \"Attack-Defense\" axis - How cautious are you? How much of your strength do you commit to your attacking strokes? Are you likely to be ready to parry?

The \"Speed vs. Accuracy\" axis - As discussed previously, how long do you wait for opportunity?

A defensive player set to a high speed would lightly jab at or threaten his opponent, always ready to block an attack.  An accurate but aggressive attacler would be willing to open herself up to a counterattack in order to land a critical blow.

I think there are other dimensions of combat as well, such as whether you are trying to disarm your opponent, or target a specific body part.  The trick will be to design a comfortable, intuitive interface that will not detract from the fun of flexible combat.

With respect to weapon statistics, I am in favour of weapons having hidden hard numerical statistics, but a player needs a way of giving weapons a basic assessment.  I hope that this assesment can be \"non-numerical\" except for quantities that could be measured by the player (like weight), but for now I think we\'ll be stuck with bare statistics for damage, speed etc.
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Under the moon

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« Reply #16 on: November 17, 2004, 07:30:24 pm »
That is ... well... as Moogie put so well, simply brilliant! :D
As for complicating it further, who wants to attack with one move ALL the time(a-la Diablo).  Lets make several moves, EACH with its own sliders.  Anyone remember that old Playstation game \'Crono Cross\'?

nightwolfz

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« Reply #17 on: November 17, 2004, 07:33:26 pm »
Why not make like this


All items have a grade, a level and a little discription giving an idea of how good is the sword. All stats will be hiden, except for extra ones like +10 damage

so a a diamond dagger will have stats like this:

--------------------------------------------------------------

Diamond Dagger +3      (<-- lvl of the item)
Grade 25

Made of the strongest dwarven metals with a diamond blade, it is very light, resistant and has great speed.

+5 Attack Speed
+8 Dmg against rock creatures

--------------------------------------------------------------

and it would also be cool to have somekind of visible effect on items of high level, or unique/special items, like a dragonblade would glow red or a holy armor (evil attack resistance?) would glow golden  :P
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Zorium

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« Reply #18 on: November 18, 2004, 02:51:58 am »
One word Grono WOW, pure genius although I\'m going to attempt to add to that idea.

1) Maybe there could be a graph next the sliders that dynamically changed to give a graphical representation of the power, accuracy and speed of the strike.

2) Preset hotkeys so you can change your style in the middle of combat or maybe have three or four that you cycle through ala JKII.

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Adeli

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« Reply #19 on: November 20, 2004, 01:34:08 pm »
I too don\'t like to see stats for weapons, the wielder should matter more than the weapon. A weapons stats should be invisible, and regulated by skill in that weapon, and the attributes of the wielder.
I really like Gronomist\'s idea. Have you seen something similar to this? It\'s like nothing I\'ve ever seen.

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Cirque

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« Reply #20 on: November 23, 2004, 08:32:53 pm »
Quote
Originally posted by Japeth ArTur
sorry but you need more than two stats for each individual weapon the ones you left out would include:

how sharp the weapon is
how durable the weapon is
how much edge it has (if any)
there are others but I think thats enough to make my point


LOL \"how much edge it has\", \"how sharp the weapon is\" as in if it has a sharp edge its going to be sharp.

Hatchnet

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« Reply #21 on: November 23, 2004, 08:57:22 pm »
Quote
Originally posted by Cirque

LOL \"how much edge it has\", \"how sharp the weapon is\" as in if it has a sharp edge its going to be sharp.


the amount of edge a weapon has and how sharp that edge is are two , yes two different attributes. The edge is determined by the overal length of edge on a single cutting side therefore a scimitar will have more edge than a longsword or similar sized strait edge weapon.

Cirque

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« Reply #22 on: November 24, 2004, 04:02:44 pm »
LOL nice assumption.

Hatchnet

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« Reply #23 on: November 24, 2004, 04:04:38 pm »
Quote
Originally posted by Cirque
LOL nice assumption.


It is not an assumption Cirque it is how the edge of a weapon is mesured.

Merdarion

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« Reply #24 on: November 24, 2004, 07:50:15 pm »
Maybe some other slider wouldn\'t be too bad, high or low. Do you hold your weapon higher so you can hit  and parry enemy\'s that are as tall , or taller than you. Or do you hold your weapon lower so you can figth against samller ones.

And I don\'t think hotkeys would be good. -->Setting all on Accurancy and Offense on one key and all defensive and fast on the other you could do so: parrying, then fast switch to Agressive mode make one attack, and then switch back to parry again ---> Would bwe UBER.
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Myrtl

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« Reply #25 on: November 25, 2004, 03:39:57 am »
*on topic*

I hope that the heavier the weapon you are weilding, the slower you hit and less accurate you are. Do you know what i just wondered? What is the view going to be like when using a bow. Do you just click the person and you shoot and there is a Certain % chance to hit, or do you actually have to aim? ?(
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Adeli

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« Reply #26 on: November 25, 2004, 03:59:39 am »
This has been discussed, it was a conversation about FPS or RPG style fighting. I think it was decided it was RPG, so choose target, aiming is calc. by stats.

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Hatchnet

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« Reply #27 on: November 25, 2004, 04:55:37 am »
Yes the weight of the weapon should affect how fast you wield your weapon as well as it\'s damage

Jessyn

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« Reply #28 on: November 25, 2004, 08:47:29 am »
rather than a series or sliders, which would get very cumbersome...i would suggest either a single slider as grono originally said, or stances.

I have been fighting with medieval weapons for a good while now, and there are many different stances, each with it\'s own strengths and weaknesses.

For example, two of the most common sword and shield stances are behind the head, and the Iron Chicken.

Behind the head offers good attacking options to land solid, well aimed shots on your opponent, especially the head, shoulders and knees.

Iron Chicken involves holding your sword on a slightly downward angle above your shield.  It is tricky to use many of the basic attacks from this stance, but you have excellent defensive options.

There are probably dozens of stances for each basic weapon group, eg, sword(or axe or whatever) and shield, two swords, two handed sword, polearm, and longpike.

Wow, that was a long one...

Jessyn
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Entamis

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« Reply #29 on: November 25, 2004, 11:35:04 am »
I think stances are far more interesting than sliders. They would add more variety to combat and make choosing the weapon more important, as with various weapon types different stances are used. Some can have special properties or abilities not available in other way.