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Oh Boy.. Weapons

Unstructured ideas, requests and suggestions for the development of the game.
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V Bozz
Posts: 12
Joined: Sun May 18, 2014 12:09 am
android_version: 2.3 - Gingerbread

Oh Boy.. Weapons

Post by V Bozz »

Hey hey, first time appearance on forums. :D

AT instantly pulled me in because of its story-line. Really its the best part of the game to tell you the truth. Yeah, I'm one of those...
But as I play through the game the lack of weapons starts to chip at me bit by bit. I'm level 28 (noob, ik) and I have only encountered two weapons ultimately better in stats worth the expense in early game. I've played many rpg's (both on phone and pc) and this idea of weapons is a pivotal factor that makes any game enticing. I'll tell you what's enticing to me, more so than receiving a skill point every four levels: finding/buying/capturing a weapon that is better in stats than current one in use every five, six, or even seven levels. I believe AT should have a galore of weapons fitting all builds that is successively attained as your lvl increases. (They could be only incrementally better in stats if its a must). Side-track (sry), by lvl 8 or so I bought a 24% AC dagger. It seems quite early to attain a weapon with one of the best AC's in the game.

What?!?! Do I have to accommodate lvls above 100, thats too much for phone game like this??

Well, this game is unique in that there is no level cap, which I found awesome. So am I suggesting an infinite arsenal of weapons? No way. I took a good look at the list of existing items in another thread and I chillingly say that there are but a few weapons that have a better AC than my current weapon with a CC worth the buy. Anyway, after a certain lvl, let's say 100, a player would need to become more dependent on attaining/finding a rare/extraordinary/legendary weapon to achieve better weapon stats. Even more so dependent past, let's say, 200, and etc. But up until lvl 100 there should be a vast array of weapons to choose from matching all kinds of builds and matching all kinds of other equipment. I know this seems like a lot to construct into a game that is only currently ~16Mb (I've downloaded apps well above 40Mb in case anyone was wondering) and I don't want to step on the dev's toes, but any degree of this type of game structure would be very enjoyable and completely awesome, but hey, that's just my opinion.

Btw, AT is awesome! Thanks.
Lvl:40 - Exp:1177082 | HP:115 - AP:11/3 - AC:203% - AD:20-27 - CC:27%(3.0multi) - BC:95% - DR:5
Gold:14454 | Current Weapon: DotSP



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Duke
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Re: Oh Boy.. Weapons

Post by Duke »

I have to agree with you and I'm sure many others do as well. Really, there is nothing better than the QuickStike Dagger in the current game format and hopefully some day the game will get the combat mechanics change that has been proposed on the forum, where attack is not based simply on Attack Cost. I didn't look up the topic to link here, but it is good.
Lvl78 XP9403007 Gold 248643 AP3 HP139 AC350 AD42-59 BC97 DR1
SP:D MC3 BC CS2 QL4 IF MF EB DW2
Rols1Rol2Elyr1Char1Golf1Shaf0Srov1Vsh1
Ozzy
lvl:47 HP114 AC254 AD27-37 BC112
SP:WA HH CS(2) CL CE IF(2) Reg
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Piggy the Slayer
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Re: Oh Boy.. Weapons

Post by Piggy the Slayer »

Balanced Steel Sword is a fine weapon if you are willing to do without criticals.
Level:145 AC: 428% BC:170% DR:4 AD:78-90 AP:12 HP:750 BSS.
Ian
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Joined: Wed Nov 02, 2011 10:24 am
android_version: 4.2
Location: Germany and the world of AT :D

Re: Oh Boy.. Weapons

Post by Ian »

Welcome to the forums! :)

I agree the devs should add more good weapons! Most of them are really useless due to bad stats. We need to add more useful weapons (maybe inflicting the opponent with different actorconditions?)
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
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Flaming
Posts: 228
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android_version: 8.0

Re: Oh Boy.. Weapons

Post by Flaming »

Ian wrote:Welcome to the forums! :)

I agree the devs should add more good weapons! Most of them are really useless due to bad stats. We need to add more useful weapons (maybe inflicting the opponent with different actorconditions?)
Sharp iron dagger should have bleeding wound. It is sharp after all!

Slicing someone with a sword is like smashing them with a hammer.

All of the swords must be really dull...
RoLS: 0, ElyR: 0, RoL: 0, ChaR: 0, GoLF: 0, ShaF: 0, SRoV: 0, VSH: 0, WMC: 0, GoW: 0
V Bozz
Posts: 12
Joined: Sun May 18, 2014 12:09 am
android_version: 2.3 - Gingerbread

Re: Oh Boy.. Weapons

Post by V Bozz »

Ian wrote:Welcome to the forums! :)

I agree the devs should add more good weapons! Most of them are really useless due to bad stats. We need to add more useful weapons (maybe inflicting the opponent with different actorconditions?)
Yeah, that's true. More actor conditions would be awesome. Maybe introducing bow and arrow weapons would be a good idea. Think of the possibilities with new weapons (bear traps, pets you own that pop up in battle (raising pets), etc.)
Duke wrote:I have to agree with you and I'm sure many others do as well. Really, there is nothing better than the QuickStike Dagger in the current game format and hopefully some day the game will get the combat mechanics change that has been proposed on the forum, where attack is not based simply on Attack Cost. I didn't look up the topic to link here, but it is good.
The combat mechanics is a very interesting subject. I have many ideas for that. I might make another thread after I find out what was said about it on the AT forums.
Lvl:40 - Exp:1177082 | HP:115 - AP:11/3 - AC:203% - AD:20-27 - CC:27%(3.0multi) - BC:95% - DR:5
Gold:14454 | Current Weapon: DotSP



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rijackson741
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Re: Oh Boy.. Weapons

Post by rijackson741 »

V Bozz wrote:The combat mechanics is a very interesting subject. I have many ideas for that. I might make another thread after I find out what was said about it on the AT forums.
It's been discussed a lot. To save you some effort, the general consensus is that attack damage relies so much on the base damage that almost the only thing that matters is the number of hits per round, and therefore the attack cost of the weapon. I think this thread has the best proposal to fix that, and I believe it's also the most widely supported: http://andorstrail.com/viewtopic.php?f=4&t=4096
Level:75, XP:7656192, PV:866, FQ:105
HP:226, AC:255, AD:47-61, AP:3, ECC:23%, CM:3.0, BC:192, DR:3
Gold: 241432 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, D:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
V Bozz
Posts: 12
Joined: Sun May 18, 2014 12:09 am
android_version: 2.3 - Gingerbread

Re: Oh Boy.. Weapons

Post by V Bozz »

Hey, thanks rijackson741, this really helps! It is not necessarily what I meant though, but it def helps. What I'm thinking about could make an interesting play on combat combos. It is not at all confusing and won't particularly mess with the game dynamic status quo. If you want to know what I'm thinking about, try to remember my name so you could catch my future thread!! :D
Lvl:40 - Exp:1177082 | HP:115 - AP:11/3 - AC:203% - AD:20-27 - CC:27%(3.0multi) - BC:95% - DR:5
Gold:14454 | Current Weapon: DotSP



Exile fan.. !AND! AT fan.
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