Shattered Kingdoms

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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Tue Aug 14, 2012 5:32 pm 
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Sargas wrote:
Malhavoc wrote:
tl;dr Because it was all the same love.


Simplest answer is this: allow us to pick up during combat again. Do not allow us to junk but allow us to grab. This will counter the need for 5 weapons on a character that is afraid of being disarmed with no way to rearm. Problem solved. With how hard it is to just walk away from combat now a kill+g all+ run isn't going to happen all that often. And not allowing junking will stop the OMG i'm going to lose but i killed two of them let me junk them before I die.


No. This make PvP really dumb. Get a cheap gank, loot corpse, word of recall. Or, disarm and steal their weapon.



I'm told taking your opponents weapon is a legit tactic circa start of time to now.

Also just make locked gauntlets an item in the game. That solves a [REDACTED] tone of disarm issues. Instead of letting them be 100% effective give the defender a huge bonus to save vs disarm. If those that are afraid of the disarm fear it less they won't need to many extras. And yeah hoarders gonna hoard. If someone can justify using them all then it shouldn't be a problem.

[sblock]Locking Gauntlet was a gauntlet used in 16th century which featured extra long fingers that could be locked to the wrist. This setup prevented a sword, axe or mace from being dislodged from warrior's hands. Simply a warrior could not be disarmed. These type of gauntlets were forbidden during tournaments and because of that this type of gauntlet was also called the forbidden gauntlet. [/sblock]


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Tue Aug 14, 2012 8:59 pm 
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Could also just change disarm to always put the weapon in your inventory and make you unable to wield for a whole round of combat.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Tue Aug 14, 2012 9:14 pm 
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One round of lag doesn't seem a good offset considering the lag of being bashed. 2 or 2.5 sounds much better in that instance. Help avoid triggers.

There should be some benefit to choosing disarm over another skill. Personally i am ok with it's function at the moment, it's the behavior that it generates.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 6:45 am 
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Something nobody's yet to bring up (and I personally wouldn't like to see this change), but the obvious answer to hoarders would be to (be ready to gasp in disgust):

Have all items be available in unlimited ammounts.

If the hoarding is really as big of a problem as people make it out to be, this might be a solution. I personally think that if every adventurer and their mother was running arround with the equipment of Lord Algorab's lutenint, a cloak of arcane symbols, and a chromatic Landksnecht, things would get a little stale (and it would break a bit of the fantasy-realism I love about SK), but it's a thought.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 6:54 am 
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Yeah, as much as I want things to be accessible, that is even too much.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 7:16 am 
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spidermonkey wrote:
One round of lag doesn't seem a good offset considering the lag of being bashed. 2 or 2.5 sounds much better in that instance. Help avoid triggers.

There should be some benefit to choosing disarm over another skill. Personally i am ok with it's function at the moment, it's the behavior that it generates.


When you remember that wielding a weapon also carries some lag, it's actually not as weak as you think.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 7:21 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Sargas wrote:
spidermonkey wrote:
One round of lag doesn't seem a good offset considering the lag of being bashed. 2 or 2.5 sounds much better in that instance. Help avoid triggers.

There should be some benefit to choosing disarm over another skill. Personally i am ok with it's function at the moment, it's the behavior that it generates.


When you remember that wielding a weapon also carries some lag, it's actually not as weak as you think.


Don't remember, isn't that lag based on the speed of the weapon?


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 7:34 am 
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Should be.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 7:51 am 
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*IF* the current incarnation of disarm is going to be changed, not that I want it. Sargas's proposal sounds like a decent compromise.


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 Post subject: Re: NPC WARS: Episode IV The Silliness of gear.
PostPosted: Wed Aug 15, 2012 8:41 am 
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Sargas wrote:
spidermonkey wrote:
One round of lag doesn't seem a good offset considering the lag of being bashed. 2 or 2.5 sounds much better in that instance. Help avoid triggers.

There should be some benefit to choosing disarm over another skill. Personally i am ok with it's function at the moment, it's the behavior that it generates.


When you remember that wielding a weapon also carries some lag, it's actually not as weak as you think.



1 to 1.5 round would work then.

Why don't more of our skills have a random amount to their lag time? It would make the game harder to predict and give some more thought and attention to tactics. Have a minimum time and a maximum time needed, but have a random number generator to determine exatly where the lag falls.


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