Same, We ARE just testing the game after all.Chakravanti wrote:Backup the main server and shut it down for a few days to a week and fire up a test server with enhanced (arbitrary) character creation and add a couple chests of items including swords and armor of various Ql.
I wouldn't mind sacrificing a day or two of real play to go in and have it out stupid style with friends and foes alike to record some statistical data on the new mechanics.
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Caradon
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Re: Weapons/combat
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5
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niltrias
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Re: Weapons/combat
Is this update possibly going to open up a wider range of weapons? It would be really nice to see spears, staffs, cudgels, and other basic weaponry added. Also, I want to hit rabbits with a smithy hammer. No particular reason, but still.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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jorb
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Re: Weapons/combat
One of the reasons we haven't added more weapons is that it has been hard to differentiate them in meaningful ways. This system will open up new possibilities.niltrias wrote:Is this update possibly going to open up a wider range of weapons? It would be really nice to see spears, staffs, cudgels, and other basic weaponry added. Also, I want to hit rabbits with a smithy hammer. No particular reason, but still.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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DeadlyPencil
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Re: Weapons/combat
iam kinda worried that you guys didn't mention anything about stats. is strength really going to be the only stat that affect combat even after this update?
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loftar
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Re: Weapons/combat
Well, that is, quite simply, not decided yet. To begin with, it should be noted that Constitution is already relevant for combat since it determines the maximum HP (and I have considered removing the effect that strength has on HP), but I am not intrinsically opposed to the idea that most stats shouldn't be involved in combat. Constitution has its profound effect on swimming, Agility is relevant for TW (and more effects can obviously be added), plans are in place for Intelligence and Charisma, some players may remember the experiment we had with Perception :), and Dexterity and Psyche have their effects on crafting. Of course, it could probably be nice if a few more stats played into combat, but I don't really think that it's strictly necessary.DeadlyPencil wrote:iam kinda worried that you guys didn't mention anything about stats. is strength really going to be the only stat that affect combat even after this update?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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warrri
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Re: Weapons/combat
Int and Agi are playing a minor role in combat too.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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niltrias
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Re: Weapons/combat
It would be nice to see dual-use tool/weapons though, and entirely in keeping with the spirit of the setting. Seeing a witch chased out of town by a mob of scythe/pruning hook/pitchfork wielding farmers, for example.jorb wrote: One of the reasons we haven't added more weapons is that it has been hard to differentiate them in meaningful ways. This system will open up new possibilities.
Edit -- you could replace "witch" with "thief" or "bear" or "boar that was rooting up the carrots", and it holds just as true.
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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Potjeh
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Re: Weapons/combat
Agility and perception seem natural. You could even have throwing dust into opponent's eyes as an instance attack to give a perception debuff. Only on beach and mud flats, of course. It'd be neat for terrain to play a bigger role in combat, like water and swamps do, especially in a bigger fight.
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loftar
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Re: Weapons/combat
Yes, that would be nice. Currently, it would, as Jorb stated, be hard to make them significantly worse than real weapons, however. Hopefully the new combat system may be able to account for that somehow.niltrias wrote:It would be nice to see dual-use tool/weapons though, and entirely in keeping with the spirit of the setting. Seeing a witch chased out of town by a mob of scythe/pruning hook/pitchfork wielding farmers, for example.
Both do seem natural indeed, but I'm not sure just how they should be playing in. :) It is true as you say, however, that it would be nice if the terrain mattered more in one way or another. I'll think about that. Jorb, too, has mentioned the "throwing sand in opponent's eyes" multiple times, but he has been sure to mention that it should involve a "demoralized" debuff to the character using it as well. :)Potjeh wrote:Agility and perception seem natural. You could even have throwing dust into opponent's eyes as an instance attack to give a perception debuff. Only on beach and mud flats, of course. It'd be neat for terrain to play a bigger role in combat, like water and swamps do, especially in a bigger fight.
Minor roles indeed. :)warrri wrote:Int and Agi are playing a minor role in combat too.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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warrri
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Re: Weapons/combat
I dont see that big of a problem here? Even with the current system you could just add a repetitive attack (Like sting and chop), which is for unusual weapons. It has an even more reduced hitchance like chop has compared to sting and would use Strength/5 instead of /2 or /3 like chop and sting. Case Solvedloftar wrote:Yes, that would be nice. Currently, it would, as Jorb stated, be hard to make them significantly worse than real weapons, however. Hopefully the new combat system may be able to account for that somehow.niltrias wrote:It would be nice to see dual-use tool/weapons though, and entirely in keeping with the spirit of the setting. Seeing a witch chased out of town by a mob of scythe/pruning hook/pitchfork wielding farmers, for example.
I didnt fully understand the new mechanics so i wont comment on that yet.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to