Some thoughts abouts weapons
Posted: Mon Dec 30, 2013 7:16 pm
as many other players I am using only a small selection of weapons compared to the big diversity of aviable weapons. Sometimes my heards nearly bleeds, there was spend so much time to create this weapons but most of them are nothing more than fillup for our bags.
other topics have addressed this circumstances earlier, and while reading those posts a view ideas have come to mind.
One of the most funny things with AT is that I am most effective killing the big Arulir (I always take this common monsters as one of the biggest in the game) with a dagger!!!! I prefer to imagine that a two hander or a great axe should be more efficient at this task. Other games solved such situations by reducing the weapon power for special monster classes. Maybe this is a way for AT too? Or fighting big monsters with small weapons gives the monster a damage modification factor? The Arulir for example trippels its damage when one fights them with a dagger? Such mods can be realised by introducing a weapon reach modifier and reach threshold. And small and fast monsters gains dodge bonus against big or heavy weapons (similar to the reach modifier). Or a table (weapon class vs monster class) is used to determine the effect within a fight...
That could make it necessary for players to change the weapon depending what monsters has to be defended - and by combining different monsters in a map the difficulty of this area can be adapted to the level of the player Char (low lvl means only one type of monsters class, high lvl combines three or even more different monster classes which makes optimized weapon choice impossible...). In such a case the number of monsters needed to challenge a Char within a wider range of Levels can be reduced. In the end the work of development is shifted from item list to code writing. Combining monster classes may even leads to more frustrating fights for low lvl Chars. After all strategy is (a.t.m.) not the main quest with AT. On the other hand using the lowest AP weapon may loose importance.
other topics have addressed this circumstances earlier, and while reading those posts a view ideas have come to mind.
One of the most funny things with AT is that I am most effective killing the big Arulir (I always take this common monsters as one of the biggest in the game) with a dagger!!!! I prefer to imagine that a two hander or a great axe should be more efficient at this task. Other games solved such situations by reducing the weapon power for special monster classes. Maybe this is a way for AT too? Or fighting big monsters with small weapons gives the monster a damage modification factor? The Arulir for example trippels its damage when one fights them with a dagger? Such mods can be realised by introducing a weapon reach modifier and reach threshold. And small and fast monsters gains dodge bonus against big or heavy weapons (similar to the reach modifier). Or a table (weapon class vs monster class) is used to determine the effect within a fight...
That could make it necessary for players to change the weapon depending what monsters has to be defended - and by combining different monsters in a map the difficulty of this area can be adapted to the level of the player Char (low lvl means only one type of monsters class, high lvl combines three or even more different monster classes which makes optimized weapon choice impossible...). In such a case the number of monsters needed to challenge a Char within a wider range of Levels can be reduced. In the end the work of development is shifted from item list to code writing. Combining monster classes may even leads to more frustrating fights for low lvl Chars. After all strategy is (a.t.m.) not the main quest with AT. On the other hand using the lowest AP weapon may loose importance.