1- Stats is one of the main reasons combat is so broken, if I were to come across a guy with 4x my stats it doesn’t matter how good I’m at the combat if he somewhat knows what to do he will most definitely stomp my ass.
2- Bots, since stats are so important to be relevant in the combat world of haven a lot of people use bots to make the grind faster which is obviously not fair to the people that grind the natural way and in order to even COMPETE with the titans you’ll have to bot yourself. Which just makes this whole game in to a who grinds harder then the other bots or no bots.
3- The way armor works right now is just silly a Q1000 plate shouldn’t be godly armor and a plate the Q of 100 shouldn’t be absolute trash. The only thing that should be different is the soak it has until it breaks for instance Q1000 plate will have a wear of 50k while a plate Q 100 will have a wear of 5k.
4- Weapons shouldn’t do more damage the higher the Q is yes craftmanship of a sword is important but not to the point where a Q800 b12 will do 1300 damage. It doesn’t matter how good you craft the sword if its sharp it can kill with ease.
All these make the game a grind fest to who can get the best gear and best stats which ends up people just using bots to do it faster. Now ill point out what I think can fix all these.
1- Keep stats but remove it from pvp no stat will give an advantage in combat which will remove the grind towards it making bots less useful other then digging up clay and mining out ore maybe.
2- Bots are a plague to this game like every other cheat in any other game but you can’t really do much about it, plenty of anti-cheats but with enough coding skills you can also bypass them. Only way to remove bots is to make them less useful which I won’t go in to since I don’t know much about it to begin with.
3- Remove armor scaling with Q only thing that scales with the Q is the wear of the armor making it survive a couple more hits to the chest. (a good blow to the chest can still be fatal with my idea since plate doesn’t cover your arm pits easy to poke in to with a sword.)
4- Same as armor damage shouldn’t scale with Q of the weapon if its sharp it can kill, only thing that should scale with it is wear, how long it’ll last before breaking.
These are all ways of fixing the combat somewhat with out destroying the whole games economy because these high Q weapons and armor are worth quite a bit.
Now that I’ve covered most of the cons that could make my idea of visual cue combat with body targeting system broken ill start explaining my idea. If you can target 6 body parts torso/head/arms/legs its going to make the combat very complex and diverse because you can target any body part at any time making combat scenarios have endless possibilities and outcomes.
For instance, bob is being careless and is sideswiping away at john, john waits for the right moment and parry’s bob’s sideswipe giving bob an opening bob quickly guards his head with his shield but john goes for the legs and stings bob in the leg slowing bob down. Now this could’ve ended very differently if john missed his parry as he would’ve given bob an opening to attack.
With this kind of combat its all based on reflex and knowledge of the game. You see your opponent move his weapon over his shoulder he’s using sideswipe, shield up to block his attack and kick to push him backwards giving you some space to run. You wont see what attack your enemy is using the only thing that you can see is his body and what move he’s about to use on you through his character.
Combat should have more risks to it then just wretched gore that can be healed. Add more risks to combat and you’ll see more strategic based formations because nobody wants to be that guy that just got his arm chopped off because he stepped out of line and was too careless.
These are my thoughts of how combat could be very very interesting and fun. What do you guys think or suggestions of things I overlooked about this system. Thank you for reading (sorry for the wall of text im not good at cleaning it
