Re: Ideas for The Next Meeting
Posted: Sat Apr 06, 2013 8:24 am
I mean the suggestion weapons do not add AD (and AC, DR etc) to your base but add a factor of your base AD (and other stats). Because all is into your base AD it soon does not matter anymore what weapon you use, only the weapon with least AP usage is the best. Now if daggers would make your damage between .3 and .7 of your AD and huge 2H weapons between 1.5 and 2.5, there is a mayor reason to sacrifice many attacks for huge hard hits. Then you can choose to have low AC and wanting many chances of small hits (which actually SUITS daggers) or high AC and hence wanting that smashing hit to come in. This has been discussed but I feel that any idea that requires ESSENTIAL changes such as the combat system to be overhauled is ignored.Pyrizzle wrote:Weapons damage a percentage of your base damage: What do you mean?Thystonius wrote:Weapons damage a percentage of your base damage
Dual wielding
Area and distance attacks
Pet (dog or cat), trainable and can fight and level like in NetHack
Spells, bows, guns - a more sophisticated combat system
New Game+
etc...
Duel wielding is already in the works. (in V7 i believe)
Area and distance attacks / Spells, bows, guns etc: IMO i don't see ranged attacks fitting into the Andor's Trail play style.
Pets: This has been brought up before but as far as i remember it wasn't very well liked.
New Game+ (or starting over with gear) : On this one there are too many problems that would come up. One thing is that players would be able to get all the weaponry from both sides of a quest from doing this, plus starting over is half the fun really. I do it all the time.
Now if you were talking about being able to start over with a higher difficultly, a decision on how that would work would need to be make only when the game was near completion.
I nowhere suggested the quests to be reset with New Game+. As discussed in the the thread, the concept has to be combined with a difficulty system, which is requiring you to complete certain hardcore areas or even the game at hardest difficulty (example Blue Dragon RPG). Choices in quests can either be forever (your suggestion) or part or all quests can be reset. We should discuss these things and the core devs should decide based on technical difficulty and design policy.
And I do totally not get who and why pets are not liked, it is one of the cool aspects of NetHack. Not all classes have a pet, but I love me a samurai with Hachi the Dog

Another point to take to next meeting, shops having their items on the floor makes stealing (or training your pet to fetch) items an option, something that totally fits AT. And why would ranged combat 'not suit AT style', well currently indeed, the only option is face to face combat which severly limits your strategic options. Maybe your character can only start as a barehanded kid (damage factor 1.0), but later on depending on your choices can become an evil spellcaster, or...
Last, I believe something like this is in the making, but if you use damage factors on weapons (to start with), you can add weapon skils like piercing weapons, cleaving weapons, concussion weapons, slashing weapons, stabbing weapons (where are the polearms and spears, at least we are getting axes next release) etc. then without these skills any weapon should be like .2 effective, while at maximum skill you can become 1.2 effective. If you do not know how to fight with an axe, yu should niot be able to maximize your damage output. From what I know out of full contact fighting experience, this should also apply to barehanded fighting (even more than to weapons actually).
Oh and another thing, hunger and thirst? One of the things that make NetHack difficult is to keep up with your food, instead of only dull hp.