Shattered Kingdoms

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PostPosted: Fri Dec 07, 2007 10:22 am 
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Location: Las Vegas, Nevada
SK Character: Achernar
The thing is, all this work has already been done. So, we have a subtyping system. Any new system will be that much more time consuming to retrofit all weapons to, as well as give builders too many options to really be viable. There is already a movement to adjust some subtypes. I just would like to see a movement away from the kama. I'd like to see a mercenary be dangerous with any weapon they specialize in, even if the subtype isn't a great choice. Even so, there's also a movement to bring subtypes into a more congruent availability. I don't want to throw out the entire system that's already in place. I think it needs to be revised, but I guess that constant revision is what I like about SK. Not the fact that its perfect, just that variables are sometimes adjusted and it can alter parts of the game pretty strongly. I hope this experiment yields the result of making all subtypes valuable in certain instances.


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PostPosted: Fri Dec 07, 2007 1:19 pm 
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Location: I am at one with my duality.
Well, I'm not talking about totally trashing the system we have. I'm suggesting the opposite, in fact. I just think that the weapons need to be looked at and adjusted closer to something like this. As it stands, the system goes from having some weapons rank a 17-19 to some on the verge of 40. And it is clear that some weapons just aren't up to snuff. There are many examples like the katana v. kama issue where the weapon is exactly the same in handedness but is very clearly beaten by stats. Sometimes it goes even farther, two handed no reach weapons being bested by a two handed reach weapon, which is then, in turn, bested by another two handed reach weapon. Seriously, try comparing a scythe to a bladed staff ( think it is, it might be a bill) to a naginata.

All I am saying is that the system as it is has some major problems to it that leave some weapons unusable, or at least leave it to where the user of these weapons should be laughed at and given something else. Revising the stats on some scale like this would go far to ensure that no weapon just flat out ends up a crappier version of some other weapon.


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PostPosted: Fri Dec 07, 2007 1:41 pm 
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While yours is a good idea, I don't like that reach wpns are more powerful than non-reach wpns. If you swap the reach for the non-reach and vice versa, I like your idea.


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PostPosted: Fri Dec 07, 2007 2:18 pm 
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Good weapons should be rare and hard to obtain. There should be common, not as good weapons as others like there is now.

I see nothing wrong with the current system except to say a few more weapons should be buffed. That is all.


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PostPosted: Fri Dec 07, 2007 2:39 pm 
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Achernar wrote:
The thing is, all this work has already been done. So, we have a subtyping system. Any new system will be that much more time consuming to retrofit all weapons to, as well as give builders too many options to really be viable. There is already a movement to adjust some subtypes. I just would like to see a movement away from the kama. I'd like to see a mercenary be dangerous with any weapon they specialize in, even if the subtype isn't a great choice. Even so, there's also a movement to bring subtypes into a more congruent availability. I don't want to throw out the entire system that's already in place. I think it needs to be revised, but I guess that constant revision is what I like about SK. Not the fact that its perfect, just that variables are sometimes adjusted and it can alter parts of the game pretty strongly. I hope this experiment yields the result of making all subtypes valuable in certain instances.


I think the weapon subtype system is wonderful, but builders just tend to stick to certain types of weapons. I didn't like the fact that the only good weapons I could find with my swashbuckler were things like khopesh and kama.

I don't think available things need removed, just there needs to be focus on other subtypes as well. What about the epee, rapier, cutlass?


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PostPosted: Fri Dec 07, 2007 3:03 pm 
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Muktar wrote:
While yours is a good idea, I don't like that reach wpns are more powerful than non-reach wpns. If you swap the reach for the non-reach and vice versa, I like your idea.


Actually, the lower numbers mean they are better, the best rank in an area being 1. So reach weapons get a sort of penalty, as do one handed weapons.


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PostPosted: Fri Dec 07, 2007 3:43 pm 
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Cyra wrote:
I don't think available things need removed, just there needs to be focus on other subtypes as well.


Agreed.


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PostPosted: Fri Dec 07, 2007 6:21 pm 
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SK Character: Achernar
I could point to this thread a year ago in which I said generally the same stuff. Thankfully now we get the answer which Dulrik is working on.


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PostPosted: Fri Dec 07, 2007 6:45 pm 
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Liar.


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PostPosted: Tue Dec 18, 2007 8:05 pm 
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gotta take the numbers out of the game, otherwise -nothing- changes. On another note, the best way to compare weapons in general, is too add up their number rankings for accuracy, damage, and speed. The lower the numbers the better, not taking into account that I think accuracy and damage are more important than speed.

To solve the subtype problem though I really think the core issue is that lumping all weapons of one type into a catagory is weapon racism. Not all weapons of the same type are the same. I understand the reasoning behind weapons of the same type, being the same, and I think it was a good step in the right direction to make all weapons of the same type, the same. But to really be Gosu Pro, we need to have weapons of the same type be similar, but not exactly the same, and no real way of discerning the true stats of the weapon. It'll be a hundred times more legit, when you find a weapon you'll have a general idea how its going to perform based on general knowledge of weapons that we all oocly have, which I think is the entire point. I think we would all agree that its more fun when you don't know the exact stats of your weapon.


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