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PostPosted: Mon Nov 26, 2007 9:28 pm 
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Goldlantern wrote:
OMG, YES. Dayamin's post has made me squee. Style and stance would be GREAT additions


It's definitely something to think about.


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PostPosted: Mon Nov 26, 2007 9:29 pm 
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Quote:
The Fist has been railroaded into only one school of thought when it comes to enlightenment.

Without revealing IC information, I will say this:

Wrong :p


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PostPosted: Mon Nov 26, 2007 9:31 pm 
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If you make that tongue-sticking-out-smiley in one more post, you're probably going to catch a mouth disease, Erevan.


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PostPosted: Mon Nov 26, 2007 9:33 pm 
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I'll be fine, but thanks for worrying about me :p


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PostPosted: Mon Nov 26, 2007 9:34 pm 
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I assure you, there was no altruism in my motives.


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PostPosted: Mon Nov 26, 2007 9:38 pm 
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:P


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PostPosted: Wed Nov 28, 2007 1:12 am 
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That video shows a three-section staff in use, which is a good example. I was referring to a regular staff, but still right on. I think I would probably hop up and down like a kid at Christmas if I saw three-section and nine-section staves (also called nine-section whips) in game. The clip is also a really good example of how a katana can be used one-handed, even in the forward hand style, but you can see that Jet Li is using it more like a Chinese Straight Sword as opposed to the way a katana should actually be used (should have more arc and less straight movement), but I also don't expect Jet Li to be as versed in the use of a katana as a straight sword, since he comes from a Kung Fu background.

I'll try to think of constructive ways to implement different styles in the game, mostly by coming up with styles of combat without taking too much from RL. I'm thinking something along the lines of 'Circular', 'Fluid' (though fluid does somewhat seem like circular, they're not entirely the same and I can elaborate more if necessary), 'Rigid' and maybe a couple others, or we can potentially just leave it at three, much like stance. I'm thinking that when the subtype issue is resolved, we can move on to considering more about style, but for now I really wanted to touch on more of how a weapon is used as opposed to the actual weapons themselves. A kama ingame as it stands now pretty much does the same thing as a katana, text-wise, but mechanics-wise, where they should actually be equally balanced weapons in the hands of a skilled user, they're not. I understand that a kama is smaller in size than a katana, but a kama has a very limited attack pattern, whereas a katana has a significantly more variable attack pattern (especially when it comes to basic movements such as slicing, thrusting and parrying/blocking). Speaking of weapon blocking, I just now realized there's no weapon blocking in the game, just parrying. In weapon combat, more often than not, you're just as likely to straight block a weapon and stop its movement entirely as you are to parry a blow and redirect its movement. Maybe add in a weapon block skill to go along with shield block and parry. You could also incorporate this with style as well, as a fluid or circular style wouldn't resolve itself to straight blocking as much as a more rigid style.

To give some quick examples of the differences between circular, fluid and rigid; Wing Chung syle of Kung Fu is very circular because it involves a lot of parrying as well as straight blocking while moving in a circular motion around your opponent, Shaolin Kung Fu is very fluid by incorporating significantly more parrying than straight blocking while moving in a forward and backward motion from your opponent, and Shotokan Karate is a very rigid and linear style that incorporates significantly more straight blocking than parrying while also moving forward and backward from your opponent. The three biggest people to incorporate these different styles would probably be Bruce Lee (Wing Chung style), Jet Li (Shaolin Style [though Jet Li did also study many circular styles as well]) and Chuck Norris (Shotokan Karate). All of these styles also utilize their strengths and weaknesses in their weapon use, so it's very easy to apply them to weapons.

On a side note, reminiscing about these things in martial arts has made me put down SK for a couple days and practice more than I usually do, which makes me a happy panda. :D Too bad I've never really been in a fight or used any of my martial arts in the way they were intended (or I guess I have since martial arts teaches you more about how to avoid conflict rather than succombing to it). Anyway, enough derailing, let me know if you want any more.

Edit: Style also wouldn't be a switching thing like stance is now, but actually a skill, very similar to specialize and would also affect combat based on the weapon's subtype as well. People who use curved blades and fluid weapons would benefit more from a fluid style, whereas people who use straight blades would benefit more from a rigid style and circular would be for anyone who uses a balance of both. I could definitely, definitely see where this would go in relation to popular use with classes; swashbuckler (fluid), barbarian (rigid) and mercenary (circular), but it would still be open for any of the combat classes to choose whatever style they want. I would also like style to be opened up to paladin, hellion and rogue classes, but perhaps a little more discretion when it comes to bard, scout or shaman classes.

Helpfile:
Style [Automatic]

Your style of fighting will affect how you react in combat based on yours as well as your opponents movements. The three different styles are fluid, rigid and circular. A fluid practicioner would parry and dodge more, but block less and utilize less strength with their attacks. A rigid practicioner would parry and dodge less, but block more and utilize more of their strength with their attacks. A circular practicioner would be a balance of both fluid and rigid styles. Note: Picking a style is permanent.


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PostPosted: Wed Nov 28, 2007 2:38 am 
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Your idea on styles is giving me ideas on other things.


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PostPosted: Wed Nov 28, 2007 3:00 am 
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Hopefully that is murder, nothingxs.


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PostPosted: Wed Nov 28, 2007 9:38 am 
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What kind of annoys me is the return to the 1, 2, 3 style method, such as offensive, balanced, and defensive, or fast, medium, and strong, or any other combination. While I sort of understand them, they still annoy me, mostly because they make me feel more like I'm playing a character less than I'm setting a series of switches into position.

Personally, I'd rather see a Style: Accurate, Style: Fast, Style: Strong, Style: Parry, and the like, where Accurate would focus on landing blows, Fast would focus on making as many attacks as possible, Strong would focus on hitting as hard as possible, Parry would focus on blocking as many blows as possible, etc. This would make me feel more like I'm having my character actually focus on a style of combat, rather than flicking a switch to forward, middle, or back.


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