Author Topic: Types of sword - particularly claymores  (Read 2978 times)

Fast_Bear

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« Reply #30 on: April 10, 2004, 08:54:24 pm »
actually a beter idea is 2 use  modifyed ver of the weapons system 2 make armor
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Harwen

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« Reply #31 on: April 11, 2004, 12:07:14 am »
Hmm, I\'ve seen MANY types of imbue systems around...they all claim to be a way of making your weapons \"personal\" or unique.

Well, thas\'s all crap, it makes it more frustratin and hard to give away when you find something better. Its always too expensive for too little improvement in the weapon and its hardly ever an asthetic change.  

Cute things, for newbies to mid-level characters that aren\'t nessecarily permanent could be (I suppose) easily implemented. As a sort of \"equipping\" weapons with add-ons.

Example: A broadsword has a few slots that point to different parts of it. The Blade, the Hilt and the Handle.
You can add a tassel, a different hilt, or a decoration to the blade like, an engraving design, a colored metal such as gold, silver or damascus to make it deadly to Diabolai or Ywnn (mind my spelling please).

Different weapons can have the same additions that are displayed in different ways on the weapon.

Some of these little additions can have effects on the weapon, such as increased attack, Blessing the weapon (see above) less weight, more attack speed, and such.

 Of course, the better the result, the higher the cost and/or rarity of the component. Making them non-permanent would be nice, cause you can easily remove in inscription by re-moulding the blade and filling in the gaps, remove a coloration by burning it off the blade, or melting off gold or silver, or simply removing a tassel or untying a strip of leather off the handle.

Skill restrictions are a good way to keep newbies from having too much fun, like adding so and so component gives the weapon a Sword Skill of 4 requirement.

Also, combinations of differnt types of components can really make in impact on a weapon, like adding an attack power component, a balancing hilt, and an inscription of the Red Way to a greatsword enhances the nature of a great sword. Such improvements wouldnt be as effective in a staff, or a bow or a knife.

Such improvements can be added to armour as well, such ass light-chain maille under-shirts, decoratory/magical engravings, a leather skirt, a cloth coif , a web of Giant Spider Silk or a jewel. All of course subject to weight and the skill restrictions as mentioned above.

I like this system, because it can be simple to start out, find a strip of red leather to add to your sword and feel all proud of your pretty little short sword and see the handle become red and different from the store-brought one. Even if it does nothing, it is stilll nice to be able to equip your weapons.

Also, this de-centralizes the game from battle, to include a little strategy in choosing your weapons and lcomponents before heading out to battle. Rather than just buying the best weapon at like a million tria and being like the other 50 players that got it before. Keeps power gamers down too,...I think.

Hmm, if anyone\'s interested I\'d love to draw up a few diagrams and go into uh, more detail on the subject.

(Dev\'s don\'t fail me now!)

I\'ll go post a new thread about different types of un-conventional weapons, but first I\'ll need to  upload some pics somewhere. If anyone has any webspace I can use for a little, its become too frustrating these days finding a decent one.
 

ShadowFish

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« Reply #32 on: April 11, 2004, 04:53:21 am »
i would want the imbue spell to be usefull to everyone,but like harwen said they always make it so that the weapon eventually becomes absolete and usless because there are more powerful weapons.....but like fast bear said your weapon should be able to grow as welll replacing metal and pieces...maybe even changing the sword altogether and naming it yourself.....oh and then imbue should be a useful skill for everyone...the only penalty would be the skill and power to wield the weapon would increase as it\'s power increased....then it would ecome useful to everyone....but thats why they put limits on that though.....then some people would gain weapons more powerful than themselves which gets really annoying because then people start to rely on weaponry and equipment instead of tryiing to better themselves theyll try to get a better weapon....???

Harwen

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« Reply #33 on: April 11, 2004, 08:58:37 am »
Simplicity. Weapons of \"Mass Destruction\" hehe, should have skill requirements, hence no \"uber-noobs\"

I wonder if I should re-post my idea in a seperate thread?

I think weapon experience is a nice feature, but, as I see, it isn\'t too realistic that my Steel poleaxe that I used to fight in the Guild Wars of the Fourth Coming will be as useful to some guy through MY hard work.

I believe the skill system the Dev\'s have come up with will suffice for such.

I have this idea, that a weapon has to be \"broken in, after it is made\". Worn, to be exact, so that a store brought weapon, or a freshly made weapon, hot out of the forge won\'t be as effective as my weapon cause I\'ve sharpened it for so long, and such. But just cause I\'ve used a sword for so long shouldn\'t make it better for anyone else.

Maybe an \"affinity\" for a certain type of weapon can be gained as you use the weapon, and more so as you gain levels in the skill of that weapon\'s category. This should have a small sub-increment effect on your combat prowess, for balance purposes if you\'ll consider.
 

ShadowFish

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« Reply #34 on: April 11, 2004, 02:54:19 pm »
yah but certain metals would be hard to sharpen and some may be impossible...but they will also be harder to break too...

if there is a skill for weapon type then that skill would work on each weapon of that family...or should it be that you favor that one particular weapon?

Harwen

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« Reply #35 on: April 11, 2004, 08:17:27 pm »
Err, you lost me there ShadowFish, I kinda had the idea to suggest a system that would reflect things that you could do in real life that was simple , yet flexible  and that anyone  could do. (Of course this would all be done at a blacksmith, a bowyer for bows and armor smith, e.t.c)

That way, you could customize your weapon so it would look pretty, original, and that behave differently than your friend\'s.

Plus, I\'m actually trying to sell this off to the Dev\'s so look forward to a post about my idea soon.
 

Fast_Bear

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« Reply #36 on: April 13, 2004, 08:42:51 am »
thats KINDA what i wanted but instead of adding slots-make it so that as u add crap it gets heavier-& the heviar it gets-the harder it gets to swing(varieing on yr streanght)also if it gets too heavy, u shoudunt even b able 2 lift it, therefor, allowing even MORE customazation, & also, smithing shoud b able 2 do anywhere, its just that it works better & faster at a blacksmits shop &/or forge
(modifyed saying)
Fame is easy,cheap, and fleeting
But Greatness is hared, work, lonely, humbling, and lats for ever
do you want Greatness?

ShadowFish

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« Reply #37 on: April 13, 2004, 01:31:46 pm »
but some metals are going to be obviously better than others and also very light at the same time... it depends on what metal you use

Fast_Bear

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« Reply #38 on: April 13, 2004, 10:05:26 pm »
preciceally my good fish
(modifyed saying)
Fame is easy,cheap, and fleeting
But Greatness is hared, work, lonely, humbling, and lats for ever
do you want Greatness?

Kraxton

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« Reply #39 on: April 15, 2004, 07:10:27 am »
I think this is a good idea. Dark Age of Camelot uses a system like this, where they have different damage types (slash damage, pierce damage, blunt damage, etc.). It works well, and it makes the game more realistic.

Cirque

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« Reply #40 on: April 15, 2004, 04:42:35 pm »
Not a fan of this devs add a rare weapon idea. I think it should be a progressive thing that you work on and it grows as you grow. I mean its just like having something appear out of nowhere or fall out of the sky.

Weapons are a pretty large part of the game so it should be fairly in depth and personalised/individual. So yourself and your weapon can get to a certain stage where your renound and feared for your skills and your weapons sharp blade or powerful blow if its an axe for example.

I mean perhaps there could be basic things you can request from weapon smiths. Then as you keep playing your the one that modifies the weapon so it becomes more efficient or powerful. Also as your weapon becomes more renound so does the blacksmith that created the sword in the 1st place. That way you would be helping your fellow players by making your weapon better or different.

This talk about upgrading weapons so they become more powerful yet become heavier is also backing players into a corner if they want to stick with a slightly less powerful weapon but prefer speed.
« Last Edit: April 15, 2004, 05:11:54 pm by Cirque »

ShadowFish

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« Reply #41 on: April 15, 2004, 08:28:43 pm »
no there could be rare weapons along with the upgrading ones you use...when weapons get famous and there master dies the weapons dont just vanish....

Cirque

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« Reply #42 on: April 17, 2004, 07:38:49 pm »
Oh ok sorry I misinterpreted what you were saying, please forgive me.

I like that idea very much. Having your own weapon that can be upgraded to the stage where it gets a reputation and also having weapons that are already renound and rare (I assume thats what you mean...).

Perhaps you could expand on that idea and have a 2nd weapon to steal a concept from another MMORPG I played recently. Obviously this idea could be modified to be more appropriate and fitting.

Fast_Bear

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« Reply #43 on: April 19, 2004, 07:44:28 am »
i have a good idea
after a REALLY good player leaves the game(as in deleting their account) they have a potion of leaving their weapons, theyed double in strenght & get significantly lighter & becomes like a \"Hero\'s Weapon\" status
(modifyed saying)
Fame is easy,cheap, and fleeting
But Greatness is hared, work, lonely, humbling, and lats for ever
do you want Greatness?

Cirque

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« Reply #44 on: April 19, 2004, 08:01:23 am »
I just had an idea after reading your post. After a player leaves the game there could be 2 things that you could have occur. Their weapon goes through the stages you mentioned or the weapon could also go to a building (consequently a museum or a building to that effect) where it is put on display for other people to view. The weapon could have info to go with it, like who is currently in posession of it etc. This could also act as a ranking system for the game in general. So instead of having to look at a website to view the games rankings it could all be done in game.