It's not a large issue, but anyone who claims combat is a negligible part of the game is joking themselves. Every hour in game there's at least one armed conflict, or risk of one occurring. Furthermore, there's hunting pigs, and all that other combat related activity.
I'm certain it's always a consideration for the development team, but a post never killed anyone, and it may just send people in a direction they haven't considered yet.
This is a summary of ideas.
The current system has a combination of factors that leads to certain weapon being chosen, but the others are put right out, except by die-hard fans.
Some factors that I believe could be included, and makes certain weapons feasible choices for warriors;
-An increased difference in speed.
(It's negligible for most weapons)
-Different Efficiencies when dual-wielding, or while using a shield .
(Probably already being implemented.)
-Different ranges with melee weapons.
(Unfeasible with the current client, but who knows.)
-Different critical hit ratios.
(Critical hits as an idea are sort of cheesy, but the concept behind them is sound. The location you're stabbed with a sword will make more difference than the location you're struck with a hammer)
-Damage multiplication after armour damage resistance
(A spear will do little damage if it bounces off plate armour, but if it penetrates it, it will do a lot more damage than the flat rate of being hit with a concussion weapon)
-Parry Efficiency
(Again, probably already implemented. A staff is much better for parrying with than a war hammer)
-Something needs to be done to make ranged weapons useful
(The isometric client makes only close-range fire possible)
-Knockdown/Disarm Chance
(Large weapons can do either to an opponent)
These are just some of the myriad of ideas that can be considered.
Weapon Balance
Moderator: Gamemasters
- Bloodhearte
- Posts: 1169
- Joined: Thu Mar 13, 2003 1:03 am
- Location: Yes please.
- Moirear Sian
- Posts: 1214
- Joined: Thu Jul 15, 2004 5:12 am
It's a matter of a long time, mind you, but I think these things will fall into place slowly, one by one.
Some thoughts that arose while reading, on such that might come into change earlier than others:

Some thoughts that arose while reading, on such that might come into change earlier than others:
I've actually figured out that the Double-axe is overrated, and there are some weapons that are severely underestimated. As opposed to leaking what works better, and of all things, under which circumstances, I won't leak it, and say: Find it out and use commmon sense; we've all seen tons of movies with fighting in them and played just as many games. All I know is that from now on I'm going to be laughing a bit more about people wielding double-axes in Illarion, because I only recently realized a big weakness about them.Korwin wrote:The current system has a combination of factors that leads to certain weapon being chosen, but the others are put right out, except by die-hard fans.
I think especially one-handed weapons need the overhaul, their efficiency in speed over two-handed weapons is ridiculous. As for the above-mentioned double-axe, the double-axe definitely needs to be slowed down, a bit, while something like a longsword needs to be sped up. It just shouldn't be that newbie characters slash twice with a double-axe when entering melee while someone with a dagger or a short sword slashes once AND deals less damage. Unless of course we want to defeat the purpose of having no magic items (à la Diablo) and drive blind masses into wielding double-axes in order to feel like they'd have a chance in winning combat, that is.-An increased difference in speed.
I say "hit zones" rather than "critical hits". Both are random, but the former allows strategizing better defense with specific parts of equipment rather than relying on pure randomness, and if they came into place, people couldn't just switch their main body of armor on and off during battle to gain maximum efficiency (I say this because the lack of individual character graphics allows certain people to cheat, as it is now).-Different critical hit ratios.
More damage, extending range to the end of the entire screen.-Something needs to be done to make ranged weapons useful
- Thalodos Artemetus
- Posts: 390
- Joined: Sun Jul 27, 2003 11:45 pm
- Location: Behind you :P
- Bloodhearte
- Posts: 1169
- Joined: Thu Mar 13, 2003 1:03 am
- Location: Yes please.