jorb wrote:
- We're keeping the new armor model, for now. We don't hate it, and it leaves room for further development in terms of armor repair.
to soft armor soak being applied first (incl. distribution of damage that passes through onto the character) but not dealing damage the armor (only hard soak will do that), after that is done and there is still damage to distribute the hard soak will come in to fully block that (damaging the armor) and afterwards any leftover being applied to the character?Under the new model, both hard and soft armor soak eat damage at a cost of damage to the armor, but the soft soak is only gradually applied to incoming damage, with the full soft soak value of damage only being deducted from the damage if the damage exceeds 2x the soft soak value.
julian12it wrote:Don't see a reason for later armor repair. If you make it so you are able of repairing armor, it might cost steel for plate body, or gold for Dragon Helm. If you make it lose 20% of it's total HP, people might just do it. If you make it so it cost a butt load of items to repair and lose 20%, people will just craft new gear. You either fuck people real hard, or not at all.
Granger wrote:Second, what about changing the armor model fromto soft armor soak being applied first (incl. distribution of damage that passes through onto the character) but not dealing damage the armor (only hard soak will do that), after that is done and there is still damage to distribute the hard soak will come in to fully block that (damaging the armor) and afterwards any leftover being applied to the character?Under the new model, both hard and soft armor soak eat damage at a cost of damage to the armor, but the soft soak is only gradually applied to incoming damage, with the full soft soak value of damage only being deducted from the damage if the damage exceeds 2x the soft soak value.
This would lead to:This would IMHO make the armor model better, armor less binary and damage to armor more palatable.
- armor still protecting against heavy hits as before
- any fight will deal some (but light) damage to the player (scrapes, cuts, bumps, whatever quickly heals by itself)
- combat no longer being eternal, as damage is dealt a victor will emerge
- god mode against smaller stuff (incl. other players) gained from high quality armor ceases to exist
- small mobs no longer damage armor, so repair bill for dealing with them won't be excessive anymore
- nevertheless sets a limit on how much easy stuff you can slaughter (as you'll run out of SHP), modeling exhausting gained from the efforts of combat
factnfiction101 wrote:^I agree with this guy.
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