More melee weapons

Thoughts on the further development of Haven & Hearth? Feel free to opine!

More melee weapons

Postby drakesaint » Thu Apr 09, 2020 1:40 am

Is there any reason why we do not have more weapon variation?

In the announcements, some people are pretty mad at the constant Boar Spear nerfs, and this might be related more to how restrict weapons in Haven are than the weapon being OP itself. I like that the devs added the Cutblade, but we could use more, like for example:

- Hunter's Blade (1x1): 40 base damage. 1x Bone Material (handle), 1x Bar of Hard Metal.
A short blade, roughly three-fourths the size of a Fyrdsman's Sword. The obvious advantage is the bone material able to boost the weapon's quality. However, because the base damage is very low, it should balance out. The main idea is to also use it as a skinning/butchering tool using bone material. Counts as a tipped and edged weapon.

- Javelin (1x2): 50 base damage. 1x Tree Bough, 1x Bar of Any Metal
Lower-end spear. Can be used with one-hand. Counts as a one-handed weapon. Can be thrown, and also be put in quivers. Obviously, meant to be a lower-quality spear, but able to be used more often as a ranged weapon.

- Wooden Spear (1x3): 30 base damage. 4x Tree Bough.
Made in a campfire. Survival spear. Cannot be thrown, and deals as much damage as a Stone Axe. The idea behind using a Wooden Spear is to have something that can be wielded when you learn Sting, and do not have access to metal yet.

- Bonetipped Spear (1x3): 40 base damage. 4x Tree Bough, 3x Bone Material
Slightly better survival spear. Cannot be thrown. Good quality bones can increase damage even further.

- Longaxe (2x3): 90 base damage. 4x Tree Bough, 4x Bar of Hard Metal, 2x Hardened Leather
Mid-game two-handed weapon. Not as powerful as the B12 or Cutblade, but has no attack cooldown penalty.

- Fyrdsman's Axe (1x2): 60 base damage. 2x Bar of Wrought Iron, 2x Block of Wood
Mid-game axe weapon. More base damage than Metal Axe, technically an upgrade in expense of storage space. Does less damage than the sword variant. Reason to use it: you don't want to spend a slot in your belt for a metal axe, and still want to fight.
Last edited by MagicManICT on Thu Apr 09, 2020 6:34 am, edited 2 times in total.
Reason: mod note: removed the oversized "blacked out" text of the spoiler tags and added it to "hide" tags.
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Re: More melee weapons

Postby Burinn » Thu Apr 09, 2020 1:43 am

Image

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sabinati wrote:do you expect me to just check the forum constantly, fuck off
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Re: More melee weapons

Postby drakesaint » Thu Apr 09, 2020 1:53 am

K, marked for deletion.
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Re: More melee weapons

Postby Glorthan » Thu Apr 09, 2020 1:54 am

Equipment progression would make the fighting aspects of the early game a lot more interesting.

Currently it's just wait for your tarkiln to pop on day 3 or 4, then bam, great weapons.
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Re: More melee weapons

Postby MagicManICT » Thu Apr 09, 2020 6:43 am

Overall, if I recall the argument right, it's A) the need to balance all of it (see curios, foods for the "state of balance"); it's much like adding new animals. Any changes to the combat system necessitate changes to other tangent systems making balance harder. B) No real need in the system currently for more than a few weapons. Wish I could provide a general link to past conversations on the matter, but it's in the archives somewhere buried deep.

Locked as per request. Actually a decent thread and well put together, and we should probably just have "the one thread" for weapon ideas (though much like in HDI, few will use search).

Note: I changed the 'spoiler' tags to 'hide' to make the page a bit more readable. We refrain from thread deletion unless it's outright spam.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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