Author Topic: Weapons Ballance  (Read 1440 times)

zanzibar

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Weapons Ballance
« on: November 08, 2005, 03:50:35 am »
Claymore
[3.2+0.5] / 5.0 = 0.75

In the time of \"10\", a Claymore hits twice (for a total of 6.4+1) while a shortsword hits 5 times (for a total of 10).

Is blunt damage really really good, or is claymore completely underpowered?  It\'s only good if your enemy responds to your attack only after you land the first blow.



Axe
2.0/1.7 = 1.2

Single handedly the best basic weapon in the game unless your enemy will die in one hit from weapons with slash 2.1 to 2.7 but not 2.0.  That\'s hardly a big disadvantage though, and Axe is supposed to be a cheepy weapon.

Further, a farmer is supposed to make 200 trias in a year, yet an Axe costs 100 Tria?  It takes half a year\'s crops to buy a hatchet?  I think not.



Small Battle Axe
1.9/2.1 = 0.9

If the Axe wasn\'t in the game, then Small Battle Axe would be worthwhile as a speedy alternative and suppliment to the Full Battle Axe.




Melee

It seems odd that you can deal as much damage over time with your bare fists as you can with a shortsword.   I believe the speed and damage of melee are both near 1.0.





My suggestions:


Claymore:
Increase the damage substantially, or make blunt damage very worthwhile.  If it was just slash, then the slash would have to be well over 5.0 or else claymore will still \"suck\" compared to every other sword.


Axe:
Axe must be better than melee, yet not early as good as shortsword.  Keep the speed at 1.7, but reduce the damage to somewhere between 1.0 and 1.5.  Essentially, turn it into the worst weapon from being the best weapon.  Also, make it very cheep.  Half a farmer\'s annual earnings for a hatchet is not realistic.


Small Battle Axe:
I think this weapon will be ballanced if the basic Axe is dealt with.


Melee:
Keep the speed at 1.0, but reduce the damage to 66% or 75% of what it is now.  This will make weapons worth having.



Keep in mind, I\'m not taking into consideration advance weapons.  Since melee weapons have yet to been released in the game, I\'m talking about the weapons as if they were all on equal footing.
« Last Edit: November 08, 2005, 06:03:36 am by zanzibar »
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james brown

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« Reply #1 on: November 08, 2005, 10:27:24 am »
interestingly enough two handed swords were not as slow or as heavy as they made out to be...

i think their weight would not exceed 7lbs.
and i really doubt that you could get well over 3 dagger strikes to one swing of a 2 hand swd
not to mention getting in range of that weapon in the first place.

but im sure these and many more balance issues will be sorted out at a later date  :)

Nikodemus

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« Reply #2 on: November 08, 2005, 12:22:49 pm »
The difference beatwen 2m long claymore and short sword is   with longer weapon you will reach furher and it will be a serious problem for opponent with much shorter weapon.
This are complicated dependencies and not every equipment is good for everythink.
Fow now, the only important factors is speed and slash. I heard there are other, but i\'d say these are merely important.

I propose to wait with that and ask for other features which give us more in the area of somethink else than pure fighting.



What you can failure tommorow, failure today.


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zanzibar

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« Reply #3 on: November 08, 2005, 07:21:15 pm »
Quote
Originally posted by james brown

but im sure these and many more balance issues will be sorted out at a later date  :)



I know, but there are a lot of little things like this which seem to have a really simple fix.

For instance, the waybread bug could have been easily solved if the devs just made it a copy of normal bread only with a different name.

At a later date, they could then customize the mechanics and artwork to make waybread unique.

With weapons, it seems like all they would have to do is change a few numbers.
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Suno_Regin

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« Reply #4 on: November 08, 2005, 09:57:29 pm »
This is almost what I\'ve been talking about all this time...It only takes a few seconds to copy a mesh, but instead its put off (as it causes lag in the process when it it dropped) so they can impliment more updates that release more bugs than fixes them...

I keep being told \"They will not waste all of their time [insert action here]\" but they wouldn\'t have to waste time, if there was a test server, to sort out bugs, balance things out, (fix meshes) whatever else...

stfrn

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« Reply #5 on: November 08, 2005, 10:21:47 pm »
Sure, and to make new art, they just need to copy over the old one. Just change the colors slightly no one will notice.

Planeshift is a big project. The number one thing being worked on is fixing vital bugs that crash the server, or crash your client or crash the npc client. Then new features that people have been screaming for for years are looked at, then exploits on features we already have are looked at. Finally setting is added to the game.

There is no point balancing even the costs of items as everything will change atleast once. Who cares if an axe cost 100tria if tria might not even be used as a currency.

Oh, and of course there is a test server, it\'s called laanx.
player -> gm -> dev -> bum

Suno_Regin

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« Reply #6 on: November 08, 2005, 11:22:07 pm »
Actually, by test server I mean a server that tests new updates BEFORE they are implimented. I know we are supposed to be looking for bugs at this stage of developement, but it turns out that we end up getting stuck with them for weeks before they are fixed, regardless of finding or not, and they are the ones causing the server to crash (See \"Lost Interest\" a few threads below this one)

stfrn

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« Reply #7 on: November 08, 2005, 11:45:09 pm »
Bugs causeing the server crash are fixed as soon as possible. But more importantly they appear only on laanx.
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zanzibar

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« Reply #8 on: November 08, 2005, 11:49:05 pm »
Quote
Originally posted by stfrn
Sure, and to make new art, they just need to copy over the old one. Just change the colors slightly no one will notice.

Planeshift is a big project. The number one thing being worked on is fixing vital bugs that crash the server, or crash your client or crash the npc client. Then new features that people have been screaming for for years are looked at, then exploits on features we already have are looked at. Finally setting is added to the game.

There is no point balancing even the costs of items as everything will change atleast once. Who cares if an axe cost 100tria if tria might not even be used as a currency.

Oh, and of course there is a test server, it\'s called laanx.



I\'m not talking about new art, I\'m not screaming for anything to be done, and I know that the game has been incredibly more stable in recent months.
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Immaturity is FTW.

steuben

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« Reply #9 on: November 09, 2005, 04:11:55 am »
Quote
Originally posted by Suno_Regin
Actually, by test server I mean a server that tests new updates BEFORE they are implimented.


there is a test server. the vast majority of the simple and small scale bugs are worked out. but there are some things that will _only_ arise when you have people that don\'t know how the system works, or have  fifty people online at the same time. things would be _alot_ worse if they did just throw the updates into the wild.
may laanx frighten the shadow from my path.
hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

zanzibar

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« Reply #10 on: November 09, 2005, 11:02:53 am »
Quote
Originally posted by james brown
interestingly enough two handed swords were not as slow or as heavy as they made out to be...

i think their weight would not exceed 7lbs.
and i really doubt that you could get well over 3 dagger strikes to one swing of a 2 hand swd
not to mention getting in range of that weapon in the first place.

but im sure these and many more balance issues will be sorted out at a later date  :)



Actually, I\'ve been shown some techniques in knife fighting.  In styles like what KGB learn, they\'re trained to make multiple cripling cuts in a single motion, targetting tendons in the wrist, the kidney, and finally the jugular.  The movement is very quick.

For just a simple stabbing action, there is a heck of a lot less mass involved than with a great sword.  I\'ve down some swordplay with fake swords which were weighted to realism.  The claymore model we were using definately had the advantage of range to it, but it was slow for me to move around.
Quote from: Raa
Immaturity is FTW.