Shattered Kingdoms

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Is weapon speed dumb?
Yes. 43%  43%  [ 16 ]
No. 57%  57%  [ 21 ]
Total votes : 37
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PostPosted: Thu Apr 30, 2009 8:25 pm 
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Quizzz wrote:
No way to attack 4 times with a halberd? You need to watch more martial arts movies...spears,axes,pole arms, staffs, broadswords, all those things folks get just as many attacks with as the guy with the fencing sword, sometimes more...if their "specialized".

Lets not drag to much reality of physics into our magic.
We're not really that concerned as all katana's are two handed, but I for one have only ever seen one-handed Kat's in-game.

I make a proposal though. How about if each weapon is capable of the max attacks a class is skilled for; But each subsequent attack after the first drops in damage.

That way you have your halberd (or whatever), and it's more like CHOP!-SLice-Stab-Jab. Or for stat fans ...100%+80%+60%+40%


Wow, Quizzz. Who are you? Are you new? I almost never change my mind but this idea of yours is great.

As for that statement about Katana's that's something that I actually am concerned about. I just never thought of it before. I'd also like to see weapons you could use one OR two handed. At the expense of weapon speed for going two handed and damage for going one handed. Though I will say this I do like your idea about reduced damage but I see it like this.

Everything is regular attack wise for damage, but for each attack you get after you get your max attacks, Say four for a merc or barb, or three for a rogue or paladin or smth, then you start reducing damage. So if you get five your fifth is a bit weaker. If you can get six it gets weaker still. How's that sound?


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PostPosted: Thu Apr 30, 2009 8:43 pm 
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Orac wrote:
How's that sound?


What about reactive attacks?

A change like this is like joining a D&D 3.5 game with an iajutsu master and learning that the DM has houseruled that critical hits are just max damage on a 20. Or even still, the revisions of crit ranges not stacking like they did in 3.0... dweeb, I know, but indulge me...

The next step in evaluating this idea is to look at mechanics that depend on subsystems you've changed. That's basically the point I'm going after... and I think this would change a lot of subsystems in the name of bettering one.


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PostPosted: Thu Apr 30, 2009 8:47 pm 
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That would pretty much wimp specialization since you can get an extra attack with fast weapons.


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PostPosted: Thu Apr 30, 2009 8:56 pm 
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I love the idea. It could be adjusted for the purpose of specialize quite easily, as well.


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PostPosted: Thu Apr 30, 2009 9:04 pm 
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lowering it every strike would slow combat down. An interesting thought.


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PostPosted: Thu Apr 30, 2009 9:09 pm 
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josephusmaximus3 wrote:
lowering it every strike would slow combat down. An interesting thought.


More D&D logic here, but why not just make them less accurate per swing?

I'm thinking BAB 16 = 4 attacks at +16/11/6/1 type stuff here.


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PostPosted: Thu Apr 30, 2009 9:29 pm 
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I don't see this as good. Five attacks with a claymore a round is just ridiculous. The argument that it is in martial arts movies isn't a viable one. That would open the door to allow me to be able to dodge 50,000 arrows that were all aimed at me and fired in unison and walk away unscathed. Or I could just blink and move out of the way of all attacks, twist time until it slows, or any number of things portrayed within mangas and movies.

There has to be some basis of reality, even in a fantasy game. I believe that there are still some subtypes that need to be looked at and adjusted to make them more useful, or others that need to be lowered to put them more in line with others. I cannot give examples, but this is a human system, and as such, flawed. Overall, it is a good system. If you think that a weapon is under utilized due to low damage or low weapon speed, then cite them and try to bring attention to their inadequacies.


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PostPosted: Thu Apr 30, 2009 9:43 pm 
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not viable...like teleport, stoneskin, ressurection, armies of undead...meh

Anyhow... I liked the "specialize improves accuracy" idea.

You just flip around some of the subtypes so that the Current super damage weapons aren't as accurate as they currently are...could even things out...

That way, you still get your max attacks, you still get your wimped damage, but your parrying more often...

I also wouldn't necessarily want to see more than 4 attacks..


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PostPosted: Thu Apr 30, 2009 10:51 pm 
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This would just make the higher damage weapons become just as obsolete as the slow ones are now due to the low accuracy. It wouldn't be worth the time to use them. You'd just be switching one problem with another and wasting a lot of time changing the code to do it. The easier solution is to convince Dulrik that another tweak to the current weapons are needed.

If combat is considered to be too fast, still, then the diminishing returns of damage/accuracy could be added, but I think that too many changes to the combat system have already been added. I'd say to look at weapon speeds, only, and change them appropriately where needed.

Teleport, undead, resurrection and other spells aren't applicable as an argument, as they are spells, not actual weapons. Haste being the only exception I can think of.


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PostPosted: Fri May 01, 2009 1:06 am 
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All I'm saying is that, ultimately, I've never thought of a my alter ego bad-a$$ merc/barb, using an epee, to cut down hordes of monsters.

I think heavy melee, I think heavy weapon. I see all the attacks, but learn I shouldn't have bothered to train anything past second attack.

It makes no sense to apply "reality" and "viability" only to melee classes. Let em be flashy and skilled beyond belief at what they do. It's part of making it a "fantasy" game.

I also think this change would make the game more newb friendly. I'm not a new player to the mud. I was here for the introduction of speed/accuracy/damage comparisons.

I used to play primarily melee, but as the changes have driven folks more and more to narrower subtypes, to be able to utilize more of your skills, which means in general get more and more twinkish and use more and more ooc knowledge to be successful....well now I play primarily casters and hybrids.

And I just plain miss options, that didn't gimp me in pvp/pve, because I didn't want to make a cookie cutter melee.


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