|
Post by Tim on Jun 17, 2008 10:58:47 GMT -6
I'm curious as to what you think of the current weapon stat bonus (ie. Taint, poison, Fire, % exp up, % gold steal up, etc). Any of these you think should be tweaked? Go away? Any you can think of that should be added?
|
|
Brom Alfaran
Youngling
Lieutenant of the Golden Company
Posts: 79
|
Post by Brom Alfaran on Jun 23, 2008 19:37:41 GMT -6
The only stats i think that need to be changed are the actual weapons have to be kinda more even... Right now Melee far outstrips Ranged... And Axes/Swords are much stronger than Spears/Bludgeons...
|
|
|
Post by Hugh Longshanks on Jun 23, 2008 23:06:48 GMT -6
Less of a suggestion than a question, actually, but: What exactly is Stun, and how does it work? It is generally thought to be some sort of counter to Agility, but no-one really knows for sure.... Also, what is Crushing Force? I know it is another sort of damage, but how it functions is beyond me.
|
|
|
Post by Tim on Jun 24, 2008 9:11:44 GMT -6
Crushing force always bothered me too. From what I can tell it works exactly the same as 'critcal'. Stun, I don't remember off the top of my head. I'll double check on that one.
I agree that right now some weapon types generally outpace others. That's something I plan to play with a little. Bludgeons will probably raise block more, and I may lower ranged block on things to give ranged a boost. Spears are the tricky ones. I have some thoughts, but will have to see what I can do.
|
|
|
Post by Hugh Longshanks on Jun 24, 2008 12:32:11 GMT -6
I've been thinking about spears, and I've come to the conclusion that they don't have a purpose (per se). What do I mean? Well, all the weapon types have a certain rationale for their existence, ie, bows are ranged damage, knives are sidearms, swords have damage and agility, axes have really high damage but with self-damage, bludgeons have block. The only possible advantage for a spear is that it has both melee and ranged damage. Since armor generally carries both types of block, this makes spears a waste of time in effect.
My idea is to make the armors (and possibly skills) specialized toward either ranged or melee block. That way, for example, someone with high melee block armor would be effectively impervious to a melee fighter, but vulnerable to a bowman. How would spears factor into all this? Well, since a spear has both types of damage it would make fighting less of a risk. It wouldn't matter whether you attacked a melee or ranged fighter - you wouldn't do as much damage to either, but you would be far less vulnerable to specific opponents, and more versatile.
Any thoughts?
|
|
|
Post by Tim on Jun 24, 2008 13:05:24 GMT -6
That's actually a lot along the lines of what I was thinking, Hugh. Great minds think alike! (and fools seldom differ...)
|
|
|
Post by secon on Jul 30, 2008 15:24:10 GMT -6
Gold steal is a fun, but very annoying, stat. I'm unsure what changes you have made, but currently on Craig's version, you can have 75% gold steal, if not more.
This really comes down to your game philosophy, if you enjoy, or even encourage griefing. (Wiki: A griefer is a player who plays a game simply to aggravate and harass other players.)
Competition, risk and reward, is one thing. But the more you allow players to cause trouble for other players, the more you allow for potential abuse of such systems. And at that point it can easily become a form of cyberbullying. And the more annoyed someone gets with a game, the less chance there is for them to stick around.
|
|
|
Post by secon on Jul 31, 2008 14:29:31 GMT -6
Agility - Not sure how it works in detail. But just to throw something out there.
Change to speed, and use for calculating double hit as well as who starts. But by taking the opponents speed into account. So if Player A has 15 speed, and Player B has 8, Player A has a 7% chance to double hit. (Plus anything from skills) Fastest player starts, or fastest player has speed advantage added to start percent chance. Speed advantage of 7 = 57% chance to start.
This would most likely mean reworking all weapons and talismans. Giving each weapon category a base speed, then making changes to that based on individual items within that category. Axes being on one end of the spectrum being slowest, having a base negative speed. Throwing knives, or other thrown weapons, being on the other end as having the highest base speed.
Just as an example.
Axe -10 Crossbows -5 Blunt -5 Spear 0 Sword +5 Bows +5 Dagger +10 Thrown +15
I could go on, and on... But maybe this is just way too many changes, and I should keep all my ideas for my own game.
|
|
|
Post by Tim on Jul 31, 2008 14:47:53 GMT -6
No no. I love the ideas! The more the merrier. Weapon system will be going through a fairly major overhaul down the line, as right now there's a lot of imbalance between the types. I like the speed idea. You've actually elaborated on something that someone else mentioned in another thread (Something about tied duels going to the challenged) about possibly decided who attacks first based on speed. I would say that ranged weapons would have likely have a speed advantage (at least for the first hit) over melee weapons.
|
|
|
Post by secon on Jul 31, 2008 15:27:47 GMT -6
Well, given enough time I could probably redesign a whole new game for you. So are there any areas that you are having problems with, in terms of coming up with a solution, or a new system for doing it?
|
|
|
Post by Tim on Jul 31, 2008 15:53:08 GMT -6
I don't think the game will ever be perfect, no matter how much I work at it, so any suggestions you have are helpful. Given enough time, this will likely be a whole new game. Mainly just want to know what changes people would like to see made. Right now I have my plans for v1 pretty much set (though I do keep thinking of little things to tweak), but I already have a lot of things on my todo list for v2 (weapons system overhaul included) so feel free to mention pretty much anything.
|
|
flyingfang
Aiel
T'is the end of the world as we know it
Posts: 177
|
Post by flyingfang on Jul 31, 2008 16:42:41 GMT -6
if there is fire damage why not other element related things? water, air, earth. *shrugs* spirit if you want to go with all of them. lol.
{tad off topic} i like the speed idea. differnt wepons different stats.. what about armor and such. i mean the heavyer/stronger the armor is maybe it should cut down on speed. i mean i don't thing you can flip summer-salts in the air in a full set of plated armor... well... i can't do them with or without... but still.. you get the point.
|
|
|
Post by secon on Jul 31, 2008 17:45:59 GMT -6
I don't think elemental damage fits too well within the scope of this game. If you were do add that, you'd most likely need elemental resistance as well. Personally, I think it's a layer of complexity I could do without.
As for speed on armors, it would certainly make sense that a heavy suit of armor would slow you down, but as there are no sub catagories for armor already in the game, those would either have to be created. Light, Medium, and Heavy. Or at least Medium and Heavy. Or you could just assign a speed value to an armor based on it's level and block, and it's general feel.
If you subcatagorise it to Medium and Heavy you need something else that sets the two apart other than it's speed modifier. While it might seem logical that a heavy set of armor would block more damage, if you're wearing lighter armor, you would be more likely to dodge an attack, right? Both sets would need to translate to the same damage mitigation.
So if we, or rather Tim, were to then use the speed stat for dodging, which basically translates into a double hit. You would most likely need such a large speed modifier on armors that your weapon choice makes very little difference. Or such a small block difference that it makes very little difference what armor you use.
Hmm. That sounds confusing, I don't think even I am following my train of thought anymore.
Basically, what I'm trying to say is. I think it's best to just keep armors a bit generic. And instead add new item slots to allow for specialization.
|
|
|
Post by Hugh Longshanks on Jul 31, 2008 18:15:13 GMT -6
Helmets and boots. I want HELMETS AND BOOTS PEOPLE!!! Just an idea there A couple of thoughts on elemental damage. We already technically have elemental damage in the game. It's just called fire, poison, and taint. None are technically blockable, although they should be IMHO. Really, both Taint and poison shouldn't be administered unless you actually HIT your opponent. There's no way for it to reach them. Also, I think fire should be blocked by shields - after all that's the way things work in life. It would also make it so there is an actual reason to use a shield. I think armor should have some type of agility modifier - I'm sorry, but no Aielman could fight in full plate, not the way he needs to. I actually have some thoughts regarding weapon stats on another thread (I think it's called Weaponry, or some such), so I'm not going to repeat them here, unless everyone REALLY wants to hear them again Just an idea here - what if we introduced the possibility of actually missing your opponent? Ie not doing any damage at all, even with fire and such. It would have to rely on agility in some way, although I think adding an "accuracy" modifier would be necessary as well. And yes, i know it's impossible, at least for the foreseeable future, but I figured I'd throw it out there.
|
|
|
Post by secon on Jul 31, 2008 18:39:17 GMT -6
Hm, link to that thread?
|
|