Shattered Kingdoms

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PostPosted: Sun Aug 31, 2008 7:06 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
A few more weapons were tweaked today, including more revisions to khopesh, because it seemed to have gone too far the other way.


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PostPosted: Thu Sep 04, 2008 8:27 am 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Personally I'm glad that this happened. I was tired of having to choose for a short list of about a half dozen weapons so my fighters could compete. I'm glad for the chance to be creative and make a merc that can compete but still has some flair and personality of his own.


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PostPosted: Thu Sep 04, 2008 8:34 am 
Battle-whips!


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PostPosted: Thu Sep 04, 2008 9:47 am 
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Joined: Fri Apr 04, 2003 12:08 pm
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Location: Through The Void
SK Character: Vivitnir
I think its good as well, specialize should let you be more creative not have to worry about what the next best thing is. Flail spec wasn't that bad at all, had some nice rp, truthfully I think I would be scared more of an armor clad man swinging a thirty pound spiked ball of steel at me more than some funny looking sword, you know...if I had a big shield and armor too.


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PostPosted: Thu Sep 04, 2008 10:47 am 
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Kirsenvar wrote:
I think its good as well, specialize should let you be more creative not have to worry about what the next best thing is. Flail spec wasn't that bad at all, had some nice rp, truthfully I think I would be scared more of an armor clad man swinging a thirty pound spiked ball of steel at me more than some funny looking sword, you know...if I had a big shield and armor too.


Why? He gets one swing unless you close the distance where the weapon becomes almost completely useless.


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PostPosted: Thu Sep 04, 2008 11:27 am 
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I guess but a sword against heavy armor never really struck me as that bad, heavier blunt weapons im sure would do more damage, break bones under the armor kind of thing.


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PostPosted: Thu Sep 04, 2008 11:38 am 
Unless you know where the chinks in the armor are.

I think armor needs to be revamped and have it add/subtract attack numbers, affect movement rates, etc.

A guy in full plate isn't going to have the mobility of a guy in leather. Speed/dodge/shield block/all kinds of goodies could be tied into armor material and type.


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PostPosted: Thu Sep 04, 2008 11:43 am 
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Redman wrote:
Unless you know where the chinks in the armor are.

I think armor needs to be revamped and have it add/subtract attack numbers, affect movement rates, etc.

A guy in full plate isn't going to have the mobility of a guy in leather. Speed/dodge/shield block/all kinds of goodies could be tied into armor material and type.


Because weapon subtypes went so well.


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PostPosted: Thu Sep 04, 2008 11:47 am 
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Redman wrote:
Unless you know where the chinks in the armor are.

I think armor needs to be revamped and have it add/subtract attack numbers, affect movement rates, etc.

A guy in full plate isn't going to have the mobility of a guy in leather. Speed/dodge/shield block/all kinds of goodies could be tied into armor material and type.


In some ways they already are. Only heavy armor classes can wear heavy armor and not take dodge/shield block penalties, and if you're carrying over half your carrying capacity (Something that can happen to a heavy armor wearer that doesn't have copious amounts of strength) then certain skills such as dodge start to take penalties (perhaps shield block too.)


More importantly: If it isn't broke, don't fix it.


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PostPosted: Thu Sep 04, 2008 11:47 am 
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Joined: Sun Nov 30, 2003 9:36 pm
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Location: Harrisburg, PA
I don't think there is a problem with the idea of sub-types, I think they need to be balanced in a way that there is no 'elite' few.

Also, material type should give benefits for enchanting, which would help bridge the gap between a wooden sword doing the same damage as an adamantite one.


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