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Post by Hugh Longshanks on Jul 31, 2008 18:50:15 GMT -6
Sorry, i'm no good at linking & stuff like that, but you can try this: gosos.proboards80.com/index.cgi?board=oldsug&action=display&thread=63It got moved to the Old Suggestions section. EDIT: It now occurs to me that this thread was really about two-handed weapons, not agility, so I guess I'll have to come up with some ideas and put them here later.....
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Post by secon on Jul 31, 2008 19:04:10 GMT -6
First off...
Helmet, boots, and gloves were the three extra slots I was thinking of. But added gradually, and somewhat limited in what they do.
Boots - Level 20. Gloves - Level 30. Helmet - Level 40.
Would be pointless to go into what limitations I had in mind just now, but I do really like the idea of there being a little bit extra waiting for you at certain levels.
As for your thread Weaponry thread..
I'm not sure I see your logic in adding agility, and more of it, on two handed weapons. The bigger the weapon, the slower your swings would be. And while I can see the logic in making bows two handed, you then run into a problem of, as you mention, it always being more efficient to use two one handers, as they allow for more talismans.
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Post by secon on Jul 31, 2008 19:20:15 GMT -6
Yeah, I tend to do that sometimes, flyingfang. I overcomplicate things and become hung up on logic and consistency to the point where at the end of the thought, even I can't recall where I began. =/
Edit: What happened to the post I was replying to? *rubs eyes*
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Post by Hugh Longshanks on Jul 31, 2008 19:21:33 GMT -6
As I recall, my idea for bows was (or should have been) that they have a MASSIVE amount of damage, compared to melee weapons.
Also, the agility on two-handed weapons, specifically swords IS realistic IMHO. Trust me, I have fought with longswords, and the way you fight with a two-handed sword is faster than one-handed fighting (unless you're talking about REALLY heavy weapons, like Claymores).
So long as everything is balanced right it should all just depend on your style of fighting....
Ultimately, my purpose in these changes is to add a LOT of realism to fighting.
What else....Um, I have a couple of ideas floating around in my head for how gloves (those slipped my mind), helmets, and boots could play into fighting - specifically in the areas of agility, damage, and types of defense......
Say, helmets could block Stun, while boots would block fire damage, but decrease agility, and gloves could add ranged damage, but decrease melee damage, etc. They would all add a little normal defense off course.
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Post by Hugh Longshanks on Jul 31, 2008 19:22:19 GMT -6
Wait - there was another post?
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flyingfang
Aiel
T'is the end of the world as we know it
Posts: 177
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Post by flyingfang on Jul 31, 2008 19:23:19 GMT -6
lol. sorry guys. lmao. i deleted it.
XD
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Post by Hugh Longshanks on Jul 31, 2008 19:26:56 GMT -6
LOL Now I want to see it!
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flyingfang
Aiel
T'is the end of the world as we know it
Posts: 177
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Post by flyingfang on Jul 31, 2008 19:32:22 GMT -6
all it said was the secon confuzzled me and i agreed with the boots/helmets/gloves
tis about it. lol
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Post by Hugh Longshanks on Jul 31, 2008 19:33:30 GMT -6
Oh. Well then.
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Post by secon on Jul 31, 2008 19:41:01 GMT -6
Yeah, I made Flyingfangs brain go boom. =/
I'll not comment on the weapons, as I've never actually held a sword of any kind. None that weren't plastic at least, and they are usually quite light.
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Post by Hugh Longshanks on Jul 31, 2008 20:09:40 GMT -6
You do actually have point though, Secon. You have to be VERY strong - and agile - to wield a two-handed sword effectively. But if you can, it is very hard to stop you .
Really the agility thing can be put down to fighting styles. The way one fights with a longsword (using whirling cuts called molonnaises) requires speed in order to work at all. Therefore, I figure, if you're going to be using a two-handed sword you are going to be agile. The other example I have is quarter-staff fighting (another martial art I've dabbled in). It also requires whirling, quick blows, much like a longsword.
I guess what I'm really advocating is weapon-specific skills...
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Post by secon on Jul 31, 2008 20:12:30 GMT -6
Yes, I can see your point in terms of fluidity of motion and such, but if you were to give 6% agility to a two handed longsword. What would you give to a Rapier, or a dagger?
By the way, do you know what Agility does in the current version? Exactly.
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Post by Hugh Longshanks on Jul 31, 2008 20:20:15 GMT -6
It increases the chance of you hitting more than once. It was originally called "chance double attack" which was a mouthful, to be sure.
And, yes, a dagger or rapier should have a higher agility modifier, but it wouldn't pack very much damage - at least not compared to a two-handed sword (let alone an axe!). I'd probably give them a 9% modifier. Remember, I want everything to be given a little nudge - just to give people that little edge...
P.S. Fluidity of motion is exactly the term to describe what I'm talking about. Thank you, I'll have to start using it.
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Post by secon on Jul 31, 2008 20:32:37 GMT -6
I remember it from when it was called chance double attack, I just wasn't sure if there were some hidden features to it. Agility seems like such a bad name for something so limited.
Let's assume you have a two hander that does 100 damage. Would you then give a same level one handed sword 50 damage, and a same level dagger 50 damage?
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Post by Hugh Longshanks on Jul 31, 2008 20:39:47 GMT -6
A two-handed sword with 100 damage - one-handed sword 50 damage - dagger 25 damage. Roughly. But the dagger would have more agility than the sword.
And I think Agility should also mean being able to evade (see: above - the possibility of missing your opponent). It IS too narrow right now, I agree.
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