Scaling armor penalties

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Scaling armor penalties

Postby shubla » Tue Mar 20, 2018 12:56 am

I think that armors should give you percentage based agility penalties.
For example 15% agility reduction from steel armor, 10% from bronze and 5% from ctc.
Currently steel armors are superior to CTC's. I dont think it is a good thing.
Penalty does not affect people with lots of stats at all really.
There should be some clear disadvantage from wearing thick metal plates.
Scaling penalties would work!

Balancing the percentages might take a few attempts. But still!
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Re: Scaling armor penalties

Postby Granger » Tue Mar 20, 2018 7:33 am

I still think the only tangible penalty for armor would be a speed debuff. Not as huge as carrying a full boat, just enough for a steel plate wearing character being slower than one with leather (which would be slower than a character wearing none at all).

The reasoning is that with the OP suggestion everyone would still wear maximum armor, as it's quite irrelevant if you have 900 agi or 850 (from a 1k base) - but in case lighter armor gives benefits to movement agility (as speed in the world, not in terms of the stat) heavy armors would, while being beneficial for protection, be less the only choice.

Surely this will be disliked by the usual suspects as it would reduce their ability to run around in perfect gear to kill sprucecaps.
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Re: Scaling armor penalties

Postby azrid » Tue Mar 20, 2018 10:58 am

I don't think you can change the numbers to give a meaningful choice of different armors.
We need damage types on weapons and defense types on armors if there would be any change in what people wear.
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Re: Scaling armor penalties

Postby magisticus » Tue Mar 20, 2018 11:00 am

Agree actually, personally I think all buff and debuffs should be percentages in order to make them relevent throughout the later game, including gildings and clothing bonuses.
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Re: Scaling armor penalties

Postby shubla » Tue Mar 20, 2018 11:41 am

Granger wrote:I still think the only tangible penalty for armor would be a speed debuff. Not as huge as carrying a full boat, just enough for a steel plate wearing character being slower than one with leather (which would be slower than a character wearing none at all).

The reasoning is that with the OP suggestion everyone would still wear maximum armor, as it's quite irrelevant if you have 900 agi or 850 (from a 1k base) - but in case lighter armor gives benefits to movement agility (as speed in the world, not in terms of the stat) heavy armors would, while being beneficial for protection, be less the only choice.

Surely this will be disliked by the usual suspects as it would reduce their ability to run around in perfect gear to kill sprucecaps.

I hope you understand that if armors woudl debuff speed, no one would use them.
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Re: Scaling armor penalties

Postby NOOBY93 » Tue Mar 20, 2018 11:55 am

Granger wrote:I still think the only tangible penalty for armor would be a speed debuff. Not as huge as carrying a full boat, just enough for a steel plate wearing character being slower than one with leather (which would be slower than a character wearing none at all).

The reasoning is that with the OP suggestion everyone would still wear maximum armor, as it's quite irrelevant if you have 900 agi or 850 (from a 1k base) - but in case lighter armor gives benefits to movement agility (as speed in the world, not in terms of the stat) heavy armors would, while being beneficial for protection, be less the only choice.

Surely this will be disliked by the usual suspects as it would reduce their ability to run around in perfect gear to kill sprucecaps.

This must be the worst idea I've seen in 7-8 years, excluding 1 day old fresh troll accounts. Nobody would use gear that slows you down. Movement speed, should it be able to be increased by gear/stats, is the most important stat in the game. Everyone wants swimming speed boots even though there's boats and coracles, what do you think would happen if there was running gear (or anti-running gear)? EVERYONE WOULD USE THE FAST VERSION.

I don't agree with purus' idea either though, the way agility works now is that after a certain point, increasing it further versus the same opponent does nothing. This means that extremely high statted botters would have the privilege of also using top armor with no downsides while lower statted competitors would have to lower their armor class in order to try to compete with their agility.
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Re: Scaling armor penalties

Postby Onep » Tue Mar 20, 2018 12:36 pm

In every game that has PvP and armor classes that slow you down or inhibit mobility you'll find that almost all the most competitive builds min-max mobility over armor.

Dark Souls, Life is Fuedal, Chivalry and others I can't think off the top of my head. But basically, if you can run circles around some dope, offense > defense.

Inb4 armor swapping scripts
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Re: Scaling armor penalties

Postby DPblH » Tue Mar 20, 2018 1:11 pm

Onep wrote:Inb4 armor swapping scripts


To prevent this, surely, Jorb will add glue to armor. Glue used to attach armor to your body. Once you attached armor you will never able to put it off, until it broke or your death.
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Re: Scaling armor penalties

Postby NOOBY93 » Tue Mar 20, 2018 1:35 pm

DPblH wrote:
Onep wrote:Inb4 armor swapping scripts


To prevent this, surely, Jorb will add glue to armor. Glue used to attach armor to your body. Once you attached armor you will never able to put it off, until it broke or your death.

inb4 suicide scripts
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Re: Scaling armor penalties

Postby synaris » Tue Mar 20, 2018 1:43 pm

+1 on the agi penalties with some changes but not so much on the movement speed penalty, for the same reason.

metal armor in real life didnt weigh half a ton and didnt hinder your movement all that much. otherwise it would be fucking useless.

let us negate that agi penalty with more con and str. like say, your strength has to match the quality of your armor, and your con has to be double the armors quality, if not you gain agi penalties.
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