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When observing the Character screens or selecting the active weapons from the quick slot during battle, it can be hard to notice which exactly is your currently active weapon. The issue is more apparent if you have two of the same weapons equipped, or two weapons that are really look alike. To resolve the issue a visual feedback can be added for the Quick slots, to be more easy to see which is your active weapon. For the the quick slot used in battles, it can be similar to the special abilities, with green color around the active weapon. For the character sheet it can be again a green circle around the weapon or number of active slot, or by making the active slot number concave. Attachments, uploaded here: http://i.imgur.com/WmmF9VU.jpg http://i.imgur.com/A6JKhIL.jpg
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Hi everyone! I tried selling my enchanted (Fine, Burning Lash, Slaying (Kith)) War Bow to Sonild in Admeth's Den. When I click the Bow in the trade menu it looses it's two Enchantmens (Burning Lash and Slaying (Kith)) the moment it's placed on the bottom section of the trade window. I wouldn't have noticed the change had the price not gone down from 1610cp to 410cp. I'm not sure whether I enchanted the Bow with (Fine) or bought it with the enchantment, but I did put the other two enchantments on it. The bug isn't very gamebreaking but I couldn't find anything similar on the first 5 pages of the forum so I thought I'd share. Cheers!
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Hello again, Quick question: Does accuracy and Damage multiplier bonuses from weapons stack? If so, which duo out of these three weapons would you recommend for a very melee-oriented cipher? (offtank-ish) My guess is that I should keep the mace and the flail in case damage multiplier stacks; the crit on the sabre is nice, but I get much more attack speed and overall damage with the other combo. EDIT: Just realized that adding 'Exceptional' enchantment to the mace took Damaging 3 away, which being there by default with the other damage multiplier implies that it does indeed stack. The question still remains, which duo is better? IcosahedronXIII.
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So. I see that there are a few balance changes going into the latest patch. Awesome. I'm a bit confused by the absence of the Estoc, though. It's the best 2H melee weapon in the game as far as damage goes - the only edge case in which it's not better is the case in which Piercing DR is more than 5 higher than Slashing (for the greatsword) or Slashing/Crushing (for the poleaxe). Or if the enemy has less than 5 DR, which, let's face it, is hardly ever going to happen. Am I the only one surprised that this weapon got left off the balance list? Am I greatly overvaluing it? I should note that the game is fantastic and this is really a nitpick. Not a huge deal - I just noticed that they were still making balance changes so I thought I'd ask if anyone else thinks our favorite piercing dynamo of a weapon is an obvious choice for a wee bit of nerfing. Maybe just tonight the DR reduction down to 4 or something. As is, I feel like an idiot if I give my 2H wielders anything but an Estoc.
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So, each weapon got some special bonus.Things like extended reach, + accuracy or + 10 % grazes to hit range (anyone get it?). I want to know what bonus you consider most valuable and all round usable.For me its the sword/war hammer with -Uses the more advantageous of two damage types-.Somehow i feel confident, i know i will have always advantage over enemy DR. What is your favorite weapon bonus?What you think its a best down weapon?
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Right now when you right click or mouse over a weapon, the damage range shown is with the bonus from MIG taken into account. This makes it difficult to compare weapons that different characters are using, because if these characters have different MIG values, the same weapon equipped by both will show different damage ranges. How it needs to be shown, instead of (for example) "Sword: 16-22 slashing damage", is something more along the lines of "Sword: 15-20 (+1-2) slashing damage". Then show the net damage elsewhere on the inventory screen as suggested in http://forums.obsidian.net/topic/67677-sensukis-suggestions-009-inventory-and-item-tooltips/?hl=%2Bdamage+%2Bdisplay. As it is, we really can't even know what the base damage of a weapon is without doing the math every time. Silly. It's a small thing, but important to making an intuitive inventory and UI system (which really needs work at the moment). If this is already listed somewhere as an intended feature, I apologize. Just shoot me a link and I'll be happy.
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Hello guys. Though I don't get a Backer Beta permission, I watched many of yous playing the Beta on Twitch and I noticed the greatsword weapon models in PoE. Well, generally speaking, I think those "greatswords" are too short that just like bastard swords. And more imporantly, they're almost swords in the mid-medieval era style, since the world of PoE is reach the technology level of late Middle Ages or even early modern era and there are so many Renaissance era style weapons( such as arquebus, estoc and rapier) and armours(such as paladin's brest-plate) i the game, shouldn't the greatswords of PoE looks like the zweihanders or flamberges in 16th century?
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A problem i find in the occasional modern rpg is that unique items are often too easy to find and are often done so by either random drops or in a chest on your way to a greater goal. Another traditional method of acquiring them is through boss fights. Yes ok, fighting a particularly powerful foe should yield its rewards, but for those items, these legendary artifacts that have changed the course of that games history, they should be secretive, they should not be found simply as a drop to a boss you had to kill anyway. Dragon Age has the same problem, some of the most powerful items there are found simply on your way to another objective, in obvious shining containers. What is the gratification in finding a beautifully crafted weapon, giving you an edge in combat simply as a prize for not being completely blind? Skyrim had a good idea with locations of certain artifacts hidden in books. The problem was that it marked the location of the item on your map the moment you picked up the book and left nothing to chance, the book itself was also commonly found. Playing Fable, i recall the most powerful sword required a certain alignment for the tomb that contained it to open, another was a sword-in-the-stone type where you could see men from the local village trying their strength attempting to pull it out, not to mention certain chests that required a particular amount of keys found throughout the world. That is what i would like to see, that there is some challenge involved in finding an artifact of significant power, be it trough optional side quests , cryptic requirements or deducing their location through obscure data. If you absolutely cant find it and still want it, ask google. PS: I make a distinction between unique and legendary items. Legendaries are certainly unique but are distinct through power and historical relevance.
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Alien Ray Gun Doesn't Work
GhostBunny posted a question in South Park: Technical Support (Spoiler Warning!)
As title says, it doesn't shoot no matter what button I press and where. I switch to a different range weapon for the next fight and had no problems with it. Switch back and again, can't shoot it at all... Anyone else having this issue? -
In most CRPGs, the weapons are too fantastic and don't have any real life counterpart, or they are very common types of weapons and mostly derived from Medieval - Renaissance European weapons. In this thread I would recommend posting some suggestions regarding exotic weapons from real life which can be included in the game. My first suggestion would be the "Yatagan" sword. It is a short sabre which was extensively used in the Ottoman Empire territory between 16th - 19th centuries. It was the trademark sword of Jannissaries. The originality of this sword comes from the fact that it is curved towards the front and has no hand guards at the hilt. It was ideal for carrying as a side arm next to the musket, due to its small size and strong slashing momentum because of having its center of weight towards the tip. Some Yatagans: The yatagan was worn on the waist inside the sash, slightly similar how the samurai used to wear the wakizashi. (On this photo M. Kemal Ataturk posing as a Janissary) While scimitars and sabres have found much place in the games, they are usually depicted as having rather broad blades. I believe this may be a slight exageration while the real turkish "Kilic" (sword in Turkish) is like this: Indonesia and the region surrounding have very peculiar looking weapons indeed. They definitely look as if they are from a fantasy role playing game. For instance the "Kris", a type of dagger, which is distinguished by its wavy pattern. Kris can be worn in different ways: Another very original weapon from Indonesia is the "Kujang" which is a sickle shaped short weapon. The "Kampilan" sword from the Phillipines also looks as if it was created in a fantasy setting, but it is real. It is around 100 cm long and is mainly used with two hands. I am sure the developers are going to do a fantastic game, but it would still be cool to see some of these suggestions included in the game Let's keep posting your suggestions!
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What kind of weapon types should the game mechanics allow us? Should characters be able to use same size weapons like katana and long sword or off hand weapons should be smaller in size? Also, should the game restrict us to use different types of weapons like you will not be able to use long sword as main and flail as off hand weapon? What's your opion and choices?
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Specifically to the classes. Is there some weapons that just has an "umpf" in terms of fitting with a Class? The Grimoire as an example, Wizard tool. Is there any other items, tools or weapons that just resonate with a class discipline? Would the Barbarian be better with Axes because they like to be up close and personal and hack and slash? Does classes have an innate practice towards one of the weapon disciplines, because they are devoted to it? Unlike this thread "Outlandish Weapon and Armor" that touches "Exotic"/"Magical" weapons/armors, and also unlike this thread "Armor & Weapon Design A Plea Pt 3" which touches "Realistic" weapon/armor... This thread is a homage to the Classes and below I've brainstormed, top of my head. Barbarian = Axes, Clubs, Two-Handed/Dual-Wielding, Rocks (Big, Throwing), Fists, Polearms Chanter = Megaphone-ish, partiture, Jew's Harp, Harp, Guitar, Flute (Blowpipe?), Ocarina, Staff, Poem Cipher = Crystal, Emblem, "Implants" (alchemic potions and needles~injecting magical essence into veins)... I think the Cipher is most difficult to think about weapons, because the Cipher's weapon is the "Mind". Dream Catcher earrings? Enchanted glows that are special to the Cipher? Strings (to be able to do puppetry stuff) Druid = Nature, Staff..?? Fighter = Sword, Mace, Shield, Axe, Spear, One-Handed, Sword+Board Monk = Fists, Staff, Sword?? Ranger = Bow, Spear, Axe, Sword, Rogue = Dagger, Scimitar, Short Sword, Throwing, Gun Paladin = Hammer, Shield, "The Holy Word" Priest = Mace, Gun, Shield, "The Holy Scripture" Wizard = Grimoire, Lantern, Wand, Staff, Dagger Let's try to make a decent list instead of what I've presented, I understand that everyone will be able to wield everything (from my understanding of Obsidians comments) but is a Fighter better with a Sword than a Rogue is? The Rogue can still wield a sword, but initially (as an innate ability because of Class History/Lore) a Level 1 Fighter is better with a Sword than a Level 1 Rogue? True? False? Are some classes better with some weapons, just like some classes have some abilities that other classes don't have? I would like to say "Yes" (granted, I have no clue). That doesn't mean that a Rogue won't be able to equip a Sword, just that the Rogue would be weaker with a Sword than a Fighter to start off with. A Rogue could become great with a Sword, but never quite as good as a Fighter (the Rogue would become good in his own way). Input?
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Greetings, I'm a long time lurker but a first time poster on this forum (or any other forum for that matter xD). Anyway indroductions aside the reason I'm making this post is I wish to discuss equipment and souls in PE. Since in this game souls will have a strong connection with the world I was thinking that it could be for equipment as well. That got me thinking in what other fantasy universe other the IE games have i seen souls connected with equipment and 2 universes poped into my mind. The first is an Anime called Bleach and the second is the King's Bounty games. This is a copy paste from a wiki regarding the weapons in question from the anime: The Zanpakutō of low-ranking Shinigami are called Asauchi and don't have names, but the Zanpakutō of Shinigami of rank have names. In its sealed state, a Zanpakutō has the form of a Japanese sword. Such weapons are unique swords generated from their owners souls. Its shape differs depending on its owner. Zanpakutō are the trademark weapons of the Shinigami. Capable of cutting spiritual bodies, they are amongst the few weapons which can be used to combat Hollows. Each Shinigami carries a Zanpakutō, and each Zanpakutō is unique: as the swords are both reflections of a Shinigami's soul and power, and sentient beings unto themselves. The Zanpakutō's name is also the name of the living spirit that empowers the sword and lends its strength to the Shinigami who wields it. These beings can vary greatly in appearance and have their own distinct personalities which match their owner's. A Zanpakutō's shape and abilities are based on their Shinigami's soul. Once a Shinigami learns his/her sword's name, they are able to communicate with one another and grow stronger together. Zanpakutō are born with their Shinigami and they die along with their Shinigami. Shinigami use them in battle as a reflection of their heart. When released, they can display a vibrant power. They are one with the Shinigami, and they share a Shinigami's conviction. Inside each Zanpakuto is an incarnation that manifests itself upon the Zanpakuto's transformation. The first step is to acquaint oneself with this incarnation. Normally, the Zanpakutō spirit can only be seen by its wielder. Otherwise, they dwell in their own "inner world", created within the minds of the Shinigami who wield them. As such, each Shinigami's inner world is drastically different from another Shinigami's and is unique to themselves. A Zanpakutō's spirit can bring its wielder into its inner world, though Shinigami can voluntarily achieve this simply by meditation. And in the second one you as a character pick up various gear in the game and some of them have the ability to be upgraded by fighting the keepers of the weapon, which takes you and your army in a pocket dimension which exists within the weapon. After a successful battle the weapon becomes stronger but the weapons also have morale not just these but other powerful weapons and have an allegiance to a certain race and if you keep killing that specific race the weapon will rebel and you will be forced to subdue it with force. That got me thinking into some game mechanics in rpg that are just tedious a boring for me personally and that is having to go to the city, village, trade outpost to sell your junk loot. So I was thinking instead of every enemy dropping the same axe, sword, shield, armor etc.. only a few items will be dropped and those will be magical items which react to the soul of the user. So for example you fight a group of 5 bandits instead of getting the loot of the likes 3 bows, 3 quivers, 3 leather armors, 2 long swords, 2 plate mails and gold you would get a sword hilt, bow string and gold. Now you’re asking yourself what use is a sword hilt and bowstring to you, well what if those 2 items are attuned to react to someone with a strong soul and materializes into a full weapon when held by such character (could also be an explanation why you can carry more then a few items and not be encumbered). My idea is that the main character, your companions, powerful allies and powerful enemies would all have some sort entity which resides inside them as a manifestation of their soul and each would have something special about their abilities. Now for enemies or allies it will serve mostly to give them unique flavor but for your party it could mean much more. For example you could have a special leveling for your character and for your manifestation and leveling it as in you would have to face certain trials within your own soul that could vary from puzzles, deep philosophical debates or just plain old hack and slash and this could be completed alone or maybe in special circumstances with another party member. Now this could just be a mechanic for the main character and it would be done in the background for your other companions or it could be fully fleshed for them as well since I think I would make a great way to tell their story. Also to provide an explanation why enemies don’t drop more gear it could be said that normal materials can’t withstand the force of souls based weapons/powers and are destroyed in combat. Now on top of all that we could also add in normal intelligent weapons which would be an individual’s soul trapped in a weapon. This could also make a great story mechanic in which the weapon argues with your manifestation over various things and drives you insane or maybe he doesn’t like you killing those gnomes and goes berserk on you and you have to pacify it xD Also by adopting this mechanic it would be possible for players to use weapons or armor which they like and not just what has the best stats or in some cases you just can’t find that spear, katana, bastard sword you specialized in because you can’t find any or they are only low level weapons and unusable due to combat difficulty on higher levels. To prevent wielding the same weapon and armor the entire game limits could be put on weapons on how much of your soul the items can withstand and would need be either upgraded or replaced with a better version of said weapon, armor etc.. from the latest baddie you killed. So that’s it I hope I didn’t wall of text you too much. Would love to hear some input on the subject maybe some different ideas or something similar you liked somewhere else and would like to see in some way or form in this game xD
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This is all fictive ideas. * Character Creation You start out without any class but you get to put out stat points and get to choose some basic gear. Statistics effects Dialogue, Physique, Intelligence and so on and so forth. * Classes/Advancing A Class is something you find in the game, through a Trainer or through Learning by a book. You are the naked Adventurer without much skill and have to learn everything from scratch. Saga Frontierhas this random effect where there is a chance you might learn a technique in battle. Companions would/could teach you, and help you progress. In another thread we slightly discussed Breathe of Fire III and the protagonists development throughout the game: 1- Starts out like a fart (not really but I don't want to spoil) and he wails his sword closing his eyes in battle. He has no skill and is somewhat of a coward 2- Is more confident after a series of events and begins to learn how to handle the sword and look at his enemy when he attacks them. He has now started to learn how to protect someone else and is very confident. The game presents the Player with a purpose. 3- Time passes, our hero is older, is now a confident Master Swordsman. * Enemies Defines your Weapon Level, in a sense. Basically, the more you take out of one Monster or enemy, the easier they become to take down. When you reach a certain amount (let's say you killed 50 Gibberlings) you won't be stronger against them anymore because you can pretty much glare them to death at this point. Enemies that you have slaughtered a lot could even flee at the sight of you because you've traumatized their Race and you are now an Apex Predator in their eyes. This will also let the Player get to play the game through the real challenges. Bosses would always be unique and thus always difficult, or if you have taken down 100 Humanoid Bandits you might get a petty little +1 Bonus to Damage/Attack/Hit when facing the Bandit Lord (which is rather insignificant on anything but Hardcore-Expert-Deluxe). Fighting enemies would unlock techniques after a while, that works on anyone. Take the Fighter for instance, he might learn a Magic Cleave Attack that sends energy out in a wide arc when you've defeated 34 Gibberlings, which you can use on Tasloi's. * Armor/Advancement The gear you start with is your "core" gear, throughout the game you find upgrades. A leather strap to put over the torso, perhaps an enchantment which makes your skin tougher (if you go the Barbarian route). Shin guards that you can repair and upgrade with new features and new plating and so on and so forth. A more of a Terraria/Minecraft approach (Except without looting and having 10000 components in your backpack). You advance on the fly, you defeat the Bandit then you use his gear instantly to boost your equipment, then moving on (Interactive Experience Points ftw). For Bosses you could get specific loot, Legendary Weapons and such. Armor/Defensive would be it's own "Character" within your "Character". Something that Levels up on its own kind of, or like a "Pet" that you control. I don't know how to explain it but I think you might get what I'm going for. Piece-meal armor that progressively upgrades as you play the game. * Magic/The Grimoire As your "Naked" Adventurer (Much like Planescape: Torment) you find the tools to craft your own Grimoire and go the route of a more Magical character. Using spells makes them better, but you have to use them a lot. A Magic Missile used 10 times might get you the 2 Magic Missile content. Using that 20 times gets you to 3 Magic Missiles etc. etc. If Enemies are fixed (Like in Baldur's Gate, little respawn except during Fast Travel) Grinding spells is going to be like Rest Spamming but worse and totally not worth it for the average/casual player. You would have to dedicate a lot of energy and time just to abuse this (if P:E will be anything like Baldur's Gate). * Dedication and issues I think a system like this would put you on your toes a little bit, it could cause problems if too complex and requires lots of dedication. If I get the Grimoire, if I want to be any good with Magic it would require me to use Spells a lot but I'd be missing out on the Weapon skills or the defensive skills. There are no "Levels", but fixed enemies of fixed strength. * Because I like Trees Having 3 Combat Skill Trees that can be upgraded on to of all of the above: Defensive/Armor, Offensive/Weapon and Magical/Grimoire. * Not addressing any "out of combat" thoughts.
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In most cRPGs the best items can be found after killing some boss or other ellite oponent. In Project: Eternity I would like a little dfifferent approach (of course bodies of dead bosses still could be one of the sources of some cool items): the best, legendary items should be acquired by following legends and stories. For example you go to tavern and you listen to some local storyteller, who tells some legend that nearby hill is not actually a hill, but a tomb of some ancient hero. And at this moment starts a quest when you must investigate who this hero might be, how to enter to the tomb and check if this hill indeed is a tomb. General idea is to get some cool, legendary items by following stories and legends that our character might hear during travelling through the world. Of course to make it more difficult, some stories or legends could be just a fiction and some could contain the truth. So following some stories could be rewarded with some amazing discovery and folllowing the rest of them could lead our team to some trouble (or reward us with something else than powerfull items) What do you think about something like this ?
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