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Re: new fighting style: using 2 swords
Posted: Fri May 03, 2013 11:11 pm
by Pyrizzle
Thystonius wrote:Pyrizzle wrote:The only reason i suggested to lower AC, BC, or AD; or raise the Ap is to keep the game balanced. Everyone here has valid arguments to why it should or shouldnt happen but to maintain balance and keep the game difficulty from becoming to easy there has to be some kind of balance.
Happy hunting everyone!
As said before, the simplistic character stats and combat system has its charm, but now development is going into more advanced direction. I would, for example, have two or three types of defense (dodge based on agility, parry based on dexterity and shield block based on ?). Working with character stats also opens possibility of training stats, age effects, poison weakening constitution, light, moderate, serious and critical wounds, first aid, etc. etc.
Implementing dual wielding within current limited system is having to choose out of a couple of mostly average options. AC and AD should go up wielding two weapons, but shield block should be zero and parry should increase as well. Dodge should be affected by the total weight of worn equipment plus your inventory. I am running around with 3000 stones, like, wut?. But just as using your second weapon should burn AP, so should using your shield to block an attack. Or stepping aside to dodge, or parry a blow. These are all passive now, combined with the fact that you or the opponent can launch a flurry of attacks without counter attacks (lacking realtime fighting), I do not see a suitable solution.
Shield block and parry don't exist. So i have no clue what you are really talking about here.
As far as weight, IMHO i like that weight doesn't affect the player. If weight was factored in players would have to spend a bunch more time going back and forth from a stash spot and less time adventuring (that or have some sort of in game bank system crated); either of these i am not a fan of.
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Using 2 Weapons Vs Using Weapon and Shield:
What kind of advantage would you think one technique would have over the other, how should that translate to effect your player?
An Example:
2 weapons: Higher AC and AD because you have more things to attack with and can be more ferocious with your attacks
Sword and Sheild: High Ac and BC, having a sheild would give you a very high chance of deflecting enemies attacks
Re: new fighting style: using 2 swords
Posted: Sat May 04, 2013 12:08 am
by Tomcat
Pyrizzle wrote:Thystonius wrote:Pyrizzle wrote:The only reason i suggested to lower AC, BC, or AD; or raise the Ap is to keep the game balanced. Everyone here has valid arguments to why it should or shouldnt happen but to maintain balance and keep the game difficulty from becoming to easy there has to be some kind of balance.
Happy hunting everyone!
As said before, the simplistic character stats and combat system has its charm, but now development is going into more advanced direction. I would, for example, have two or three types of defense (dodge based on agility, parry based on dexterity and shield block based on ?). Working with character stats also opens possibility of training stats, age effects, poison weakening constitution, light, moderate, serious and critical wounds, first aid, etc. etc.
Implementing dual wielding within current limited system is having to choose out of a couple of mostly average options. AC and AD should go up wielding two weapons, but shield block should be zero and parry should increase as well. Dodge should be affected by the total weight of worn equipment plus your inventory. I am running around with 3000 stones, like, wut?. But just as using your second weapon should burn AP, so should using your shield to block an attack. Or stepping aside to dodge, or parry a blow. These are all passive now, combined with the fact that you or the opponent can launch a flurry of attacks without counter attacks (lacking realtime fighting), I do not see a suitable solution.
Shield block and parry don't exist. So i have no clue what you are really talking about here.
Pyro, he's talking about changing the system to include such things, to account separately for different actual sources of defensive capacity.
Re: new fighting style: using 2 swords
Posted: Tue May 07, 2013 5:52 pm
by Tulkas
Also, with the addition of dual wielding, I think there should be Skill categories tailored for Sword & Shield, Two Handed, and Dual Wielding. Examples:
Dual Wielding: Double Strike: 5% chance doing two attacks for the price of one
Sword & Shield: Shield Bash 5% chance to counter an attack & smash your shield into opponents face, draining their AP to zero and ending their round.
Two Hand: Crushing Blow 5% chance your attack does 1.5x damage (before critical calculation.) & inflicts the "Stun" condition.
These are just quick suggestions, but you see what I mean. Adding skills specific to the different weapon styles would be an easy way to balance out the advantages between the different styles.
Re: new fighting style: using 2 swords
Posted: Tue May 07, 2013 9:27 pm
by Thystonius
Tulkas wrote:Also, with the addition of dual wielding, I think there should be Skill categories tailored for Sword & Shield, Two Handed, and Dual Wielding. Examples:
Dual Wielding: Double Strike: 5% chance doing two attacks for the price of one
Sword & Shield: Shield Bash 5% chance to counter an attack & smash your shield into opponents face, draining their AP to zero and ending their round.
Two Hand: Crushing Blow 5% chance your attack does 1.5x damage (before critical calculation.) & inflicts the "Stun" condition.
These are just quick suggestions, but you see what I mean. Adding skills specific to the different weapon styles would be an easy way to balance out the advantages between the different styles.
Yes, having to actually train (I would call this pracs or training points) one or more weapon types and fighting styles makes 100% sense. I posted before, I think damage should have a modifier over your AD based on the combination of type of weapons and your skill level in that weapon class. For example daggers would range between 0.2 and 0.8 but 2h weapons would range between 1.2 and 2.5 but burns more AP (the equivalent for attack speed). Shield block as a skill should increase shield block, parry your parry bonus, dodge your dodge bonus, etc. Certain skills could also affect others. If thieves train a lot of thief skills, this could reduce the effectiveness of warrior skills. Somebody wearing light armor to maximize dodge, training lockpicking, dodge, dagger, maybe backstab or something like that, etc. should not be able to gain the same level of endurance as a warrior, berserker or knight type. But first of all, the system could use some more development instead of just AC, AD, BC, DR and CHS.
Edit: a general remark, please read before you post and be careful with judgemental remarks (c'est le ton qui fait la musique, or I can read pretty well between the lines). It is not that hard to 'really see what I mean', we are talking about ideas here, which naturaly means the concepts discussed are partially or not at all in the current game. Duh.
Re: new fighting style: using 2 swords
Posted: Tue May 07, 2013 10:25 pm
by Tulkas
Thystonius wrote:Yes, having to actually train (I would call this pracs or training points) weapon types and fighting styles makes 100% sense. I posted before, I think damage should have a modifier over your AD based on the combination of type of weapons and your skill level in that weapon class. For example daggers would range between 0.2 and 0.8 but 2h weapons would range between 1.2 and 2.5 but burns more AP (the equivalent for attack speed). Shield block as a skill should increase shield block, parry your parry bonus, dodge your dodge bonus, etc. Certain skills could also affect others. If thieves train a lot of thief skills, this could reduce the effectiveness of warrior skills. Somebody wearing light armor to maximize dodge, training lockpicking, dodge, dagger, maybe backstab or something like that, etc. should not be able to gain the same level of endurance as a warrior, berserker or knight type. But first of all, the system could use some more development instead of just AC, AD, BC, DR and CHS.
Edit: a general remark, please read before you post and be careful with judgemental remarks (c'est le ton qui fait la musique, or I can read pretty well between the lines). It is not that hard to 'really see what I mean', we are talking about ideas here, which naturaly means the concepts discussed are partially or not at all in the current game. Duh.
There is no training in Andor's Trail.
Ha! Jk Thystonius. I know what you mean about the judging or not understanding a post before people comment on it.
Also, +1 to the bolded post of your text, I agree with this.
Re: new fighting style: using 2 swords
Posted: Wed May 08, 2013 2:11 am
by Pyrizzle
Thy: I read you post many times before responding, If you had included in your post that your were using ideas that are not currently in the game that would have been helpful. No worries though, Happy hunting.
Re: new fighting style: using 2 swords
Posted: Wed May 08, 2013 7:21 am
by Thystonius
Pyrizzle wrote:Thy: I read you post many times before responding, If you had included in your post that your were using ideas that are not currently in the game that would have been helpful. No worries though, Happy hunting.
I will try to be more explicit next time, I guess that helps. No hard feelings either, just sayin'.
Re: new fighting style: using 2 swords
Posted: Wed May 08, 2013 10:27 pm
by Piggy the Slayer
Duel handbags of over the over zealous. AC+20% BC-20% +90% chance of overcomplication (fall over end turn).
Re: new fighting style: using 2 swords
Posted: Wed May 08, 2013 10:29 pm
by Piggy the Slayer
Sorry for double post but that was neither funny or called for.
Re: new fighting style: using 2 swords
Posted: Sat May 11, 2013 1:09 am
by Pyrizzle
Piggy the Slayer wrote:Duel handbags of over the over zealous. AC+20% BC-20% +90% chance of overcomplication (fall over end turn).
That's probably what you could call it when you try to bring in all the groceries in one trip.