Weapon Balance
Posted: Wed Apr 13, 2005 3:03 am
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.
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.