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No horses. Imagine that.
Reading the newest installment of Armor and Weapon Design, a plea. One thing coming to mind is a kind of a what if. Going on a hunch, PE won't include horses and mounted combat. Because then there'd be need to make mounted combat rules and stuff and lots more animations... and there's really no huge profit for it anywhere. So... what if the world doesn't have horses? Not just in view, but that they just are completely not there. Obviously the lances and such are gone. I'd guess longer pikes are gone as well, though I don't suppose they were never going to be in anyway. But what else? Armor and weapon design was driven by the existing reality, the reality being horsemen all around. What kind of weapons and armor were designed to deal with cavalry, or used by cavalry? Does an army that's not going to face cavalry and doesn't have one, look different than medieval armies did?
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Weapon perks.
I've mentioned Weapon perks before, but I thought it warrants a more in-depth explanation. What are these exactly? In short they'd be similar to character feats (D&D) or perks (Fallout), only attached to a weapon (not all of them would be beneficial, however), e.g. 1) Harder to parry against (Flamberge); 2) Tiring to use (Greatswords); 3) Light (Smallsword); 4) Can misfire (Firearms); 5) Can be concealed (Daggers); 6) Ignores armour (Firearms); 7) Increased critical chance (Rapiers). How would it be decided which weapon has which perk? Here are a few methods : 1) Some would be attached to a certain weapon type (or subtype) automatically, e.g. - all weapons categorized as Greatswords would have the Tiring to use perk by default. Flamberges (being a subtype of Greatswords), however, would additionally possess the Harder to parry against perk. 2) Others would be a result of training (or lack of one), e.g. - a character proficient in the use of Greatswords ignores the Tiring to use perk attached to them; - someone not skilled in the proper use of rapiers can't exploit the Increased critical chance perk they possess; - a particularly skilled combatant can add perks to a weapon, e.g. adding the Harder to parry against perk to rapiers. 3) Crafting could add or remove perks, e.g. - forging a Greatsword from a rare metal results in removing the Tiring to use perk from it; - conversely, crafting a weapon from poor quality materials could add a detrimental perk to it (or not add the default beneficial one). Perks would also allow the players to quickly asses weapons' strengths and weaknesses.
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Statistics of Weapons -- what should they model?
Hi there -- I wanted to open a discussion on what sorts of statistics should be modelled in weapons, and why. What should the numbers inherent a weapon do? How realistic or simple should this be? Should this be simplified to fit gaming and fantasy tropes? Should it be informed by realism? What are the pros and cons of each? Here are some quotes, sans images, from a guy who knows what he is talking about on different forum on this topic: "Size (thus suitability for different types of fighting, as in indoors / outdoors, in a grapple or not) Reach (largely a function of size) as in, a 'To hit' bonus. Ways to hurt people (piercing, cutting, smashing... and how good they are at each). In DnD terms this is three things, attack type, basic damage, and critical hit threat range. Defensive value (as in, an 'Armor Class' bonus like a shield gets) as I said before, there is really no reason not to model this. Speed (trickier to handle - see below) Armor - Piercing ability (some weapons were made specifically for piercing armor) usually fairly simple though standard DnD rules combine evasion with armor so that makes it harder. Grappling ability (many weapons had hooks or spikes designed to help with grappling from a distance, the classic examples being the halberd or the bill) You can start with the actual features of the weapons, and then try to see what you could fit into a game. The European longsword 1300 - 1600 In real life a longsword is made to cut and stab with equal efficiency, as well as fend off enemy attacks. If you know what you are doing (i.e. a Feat) you can bash with the hilt and choke up (half-sword) to make it better for armor-piercing (stabs only). It's long and has pretty good hand protection making it good for defense, it has pretty good reach, and it's pretty fast partly due to being light (most real ones are about 3 lbs) and partly due to having an iron pommel, which helps a lot with balance. Hard to break. The late Medieval dagger 1200-1500 In real life, a dagger is very fast weapon. Most types (like the roundel depicted here) are made to stab primarily, though some others are for cutting too. It's got limited defensive ability, just a little reach (better than nothing though, since Medieval daggers were often a foot or more long). Unlike in almost all Role Playing Games, Daggers are extremely lethal! US Army stats on bayonett wounds and the FBI statistics on injuries from violent crimes show a knife with blade more than 8" long is one of the most lethal things you can get attacked with, statistically, and most Medieval Daggers were a lot longer than that (and more strongly made, less likely to snap). Daggers, unlike swords, tend to be good at armor-piercing (and / or getting around armor by finding gaps). Very hard to break. The Medieval Battle Axe In real life, an axe is good at cutting, mainly. Almost opposite to the cliche, battle axes tend to be made lighter (with thinner blades) and better balanced than axes made for cutting wood, but they are not as balanced as a sword. For a big (I'm thinking Danish / Viking style) axe, medium reach, fairly low speed (smaller axes would be much faster), some value for defense but limited hand protection makes that a little dicey. Due to their shape axes are also good for hooking shield rims and arms and so on, i.e. grappling from a distance. Some axes are made with special armor-piercing features (a back spike) but these are rare on older ones. The haft can be broken. Medieval Spear Very good reach, not as good speed, very good at thrusting, but the ones with larger blades can cut well too, pretty good for defense if used two-handed. Pretty good at armor-piercing. Not good at close range. Staff Blunt damage only, very good reach, very good defense, not as good at very close range. Mace Heavier (but not as much as you might think) than a sword or an axe, medium reach, medium defensive value (enhanced somewhat by the inertia of the thing) bludgeon damage only, good at destroying armor. Indestructible. So converting these into generic stats: Longsword Reach 4, Defense 3, Speed 3, cut / thrust, damage 1-10, crit threat 19-20, armor piercing and bludgeon damage ability by Feat. Normally too long to use at close (grapple) range except with special Feat. Hardness 6 Dagger Reach 1, Defense 1, Speed 5, thrust, damage 1-8, crit threat 18-20, armor-piercing. Hardness 8 Battle Axe Reach 3, Defense 2, Speed 2, cut, damage 1-12, crit threat 18-20, grapple +1 (from melee distance). Hardness 4. Flanged Mace Reach 2, Defense 3, Speed 1, bludgeon, damage 1-10, crit threat 18-20, armor-piercing +2. Hardness 12. Spear Reach 5, Defense 3, Speed 2, thrust, damage 1-8, crit threat 18-20, armor-piercing. Too long to use at close (grapple) range. Hardness 4 Staff Reach 5, Defense 4, Speed 3, bludgeon, damage 1-6, crit threat 20. Too long to use at close (grapple) range. Hardness 4. Now in DnD you might only be able to model a couple of these features, but it wouldn't necessarily add a lot more complexity to say, most weapons can be used for defense as well as offense, swords can stab as well as cut, short weapons can be used in grapple, and so on. Differentiating the weapons a little bit (in ways other than just damage) makes them a bit more interesting and more useful to flesh out the personality of different characters, monsters and NPC's, IMO." Back to me... now, that is a very realistic way of looking at these things, but it doesn't necessarily feel like fantasy, and being that realistic might make gameplay worse or better -- in a broad theoretical sense, what sorts of things SHOULD weapons be useful in doing, for the benefit of the game? There is also the question of, 'When pairing down what statistics weapons should have, should you start from a fantasy/cultural consciousness as your basic starting point for what attributes to have, or should you start from a realism/historic starting point? Assume that you end up with the same amount of relevant attributes at the end -- 2, 3, 4, 5, whatever. What is the better starting point, and why?'
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Intelligent Weapons
What if P:E had a small but diverse selection of intelligent weapons scattered throughout the land? The kind that come with distinct personalities. Imagine the witty banter they might have with their wielder, or other party members, or even other intelligent weapons in the party. The dwarven war-axe with a Minsc-like outlook, or the bullying spiked club that attempts to intimidate the introverted dagger who is self-conscious about its size. They could be a great source of comedy, or indeed tragedy, that resonates throughout the campaign. Imagine if they had their own personal quests. The short sword in search of the perfect scabbard (a vanity quest). The warhammer determined to reach its rightful owner, only to find they have long passed (what happens next? A new quest?) They could have all manner of conflicting character traits, similar to the NPCs in BG/BG2. What would be your ideal intelligent weapon, and what would be its goal?
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Civilian weapons vs Weapons of War in towns -- rapiers vs armor?
One thing that bugs me is that you see (for example) Rapiers used against armor... Which always bugs the hell out of me! They are not good for that! Estocs are, rapiers aren't. What I would like to see is a clarification of what weapons are civilian weapons and what weapons are military... ie, military weapons are useful in battle and when people are wearing some form of armor. Civilian weapons, because they *aren't* useful against (say) the armored Town Guard, can be worn for civilian self defense. And people wearing large amounts of armor would get stopped in town by guards who are like, 'Who are you planning on murdering, bub?' If you want a rapier-looking weapon for use in war, use a cut-and-thrust sword. Rapiers and Smallswords, despite being piercing weapons, are terrible against armor... But I would like to see people having a particular 'walk around town' kit, due to legal restrictions, for at least some towns... only light chain that can be hidden under shirts, non-military swords, whatever clubs you can find, no helms, civilian swords, etc.
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Weapons that Enemies react to
This post pretty much: Suggested thread by mrstark. Having the "Orc Slayer" makes Orc's lose morale? Maybe they hate the sword and they instead gain morale? (that's only related if there's going to be some sort of "Morale"). Likewise, having a Torch/Light source out could allow you a safe passage through a horde of bugs/wolves or whatnot that back of due to the light? ("I don't like the light"-monster) Thoughts? What's the potential with the idea?
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Modeling weapons in PE
So, last update had me thinking about different types of weapon damage, more specifically which stats are needed to simulate fighting with a weapon in PE, and what they will change. All this does not mention armor (which was already covered in the recent update), or ranged weapons. So I came up with a small list of suggestions - which stats and modifiers are needed, and how these different stats or modifiers should make a difference in a fight. Since we are not limited by some PnP game, we can make everything as complicated as needed. Please note that "length" and "weight" of weapons are rough approximations - it would do fine if all long swords of the same material were approximated as being the same length and weight, regardless of in- game representation. Player stats: Strength – A stat reflecting the strength of the character. Dexterity – A measure of hand- eye coordination. Skill (Accuracy) – How well the character knows how to fight. Probably a number which increases with levels, perhaps you also need to specifically allocate skill points to increase this. Attack speed – Same as the above. Maybe the starting attack speed is weakly proportionally influenced by dexterity? This number might also be level-independent, as in for example Arcanum and Fallout. Weapon modifiers: Bonus/ malus to Strength - Longer weapons you swing in an arc should give a bonus to Strength. D&D actually models this as weapons having different “dice” of damage, instead of having a base amount of player damage which is modified by the weapon. Bonus/ malus to Dexterity – Larger, heavier weapons are less maneuverable and should give a malus to dexterity. It’s best not to have minimum requirements for weapons and instead let the player’s calculated Dexterity with the weapon suffer by the amount of Strength they lack compared to the ideal Strength required for the weapon (which in turn is based on the weight of the weapon). Bonus/ malus to attack speed – Possibly same as above. Typically, lighter piercing weapons take shorter time of executing an attack with than heavier swinging weapons. I admit this is perhaps most often just a tiny difference. Slashing/Piercing/Crushing – This part should be pretty obvious (axes are not crushing weapons, and so on). Some weapons could have different kinds of damage at different distances. A large two- handed sword should be impossible to swing perfectly at a close enemy, but you can still deliver a pommel blow. Here, you also apply a proportional modifier which depends on how sharp/pointy/hard the weapon in question is. Optimal distance of striking, or “threat radius” – Longer weapons usually are good at a certain distance, but worthless against a simple dagger if you’re right next to each other. If a dagger- wielding warrior charges a Zweihander- wielding warrior, the latter would be able to have a (quite possibly deadly) “free strike” at the former. In the situation where two people fight with swords of equal length, this would not occur. A player with a long weapon should receive a bonus to attack speed when striking enemies who do not have the player inside their threat radius, since they have no need to think of their own defense (this is one reason why spears were used, and why they were used in formations IRL). Stuff derived from both of these: Ability to parry/ dodge – Possibly proportional to the length of the "parrying end" of the weapon, weapon skill and Dexterity calculated for the weapon in question. Ability to avoid being parried/dodged – Like the above, but instead inversely proportional to weapon length (or generally, weapon size). What do you think? Did I forget something?
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A New System; The Commoner and the Wall of Text
Brainstorm = Cipher ability Hi I've had some thoughts on a system lately and it's starting to form more and more. The only issues with it (until I get feedback from lovely you ) is the Non-Lethal path (which wouldn't get as much combat skill or armor, not in the same way). First of all I've got thoughts on an Experience gain for more than just the Character and/or Out of Combat (coming soon in another issue of the WoT). Here goes: Growth Weapon Experience Sword Level 1 67/500 to Level Up (Caps at Level 5) So enemies, regular enemies, give experience, but only to the weapon you are wielding when taking down enemies. When you gain a level in the Weapon you could gain an "Ability" or choose between 2 (X-COM style). Having a weapon in your Off-Hand levels both that Weapon and your Off-Hand. In essence this is what the Baldur's Gate "experience" really is. Gain experience when you've taken down an enemy, not by slashing. Off-Hand Experience Off-Hand levels in a way which gives you a better Shield-Arm, or a better Dual-Wielding experience. Magic Tools do not grow in Experience in the same way. Off-Hand can be split up into 3 4 5 6 Sections (you know what? Let's just say "Undecided"). Works just like Weapon Experience in that you "Gain Experience in that you are Wearing". If you choose to have 2 Swords you'll get Dual-Wielding Experience, having a Two-Handed Weapon gives you Two-Handed Experience. You can't get Experience for 2-Handed when you've got a Sword & Board etc. etc. if you get Level 3 with a Sword and Equip a Sword on an Off-Hand would give the Sword Experience on the Off-Hand a Penalty (based on Dual-Wielding). If Dual-Wielding is Level 3 and the Sword is Level 3, no penalties, but if Dual-Wielding is Level 2 and Sword is Level 3, the off-hand Sword becomes Level 2. Simple? Magic Wielding works in the same way differently and covered throughout the post. - One-Handed Experience (One weapon, 1 Sword) - Sword & Board Experience (In Essence Sword & Shield) - Two-Handed Experience (Single Two-Handed Sword, Staff is a Hybrid) - Dual-Wielding Experience (Two Weapons, Sword/Sword) - Magic Wielding Experience (Off-Hand Grimoire/Magic Tool, Staff is a Hybrid) - Unarmed Experience (Fighting with knuckles, a Hybrid with a Grimoire) Spell Experience Is different, and based on your Character Level and resources (finding scrolls/buying scrolls at a merchant/Wizard) as well. A Magic Missile would shoot 2 Missiles at Character Level 3. But! Magic Wielding Experience makes Spells stronger and leveling up Magic Wielding could give you 2 abilities to choose from (X-COM style) to determine Effects of the Spell (Fire Magic Missiles? One Large Magic Missile that is charged longer?). Armor Experience The Armor is purely resource based like Spells. But more like a Skill Tree in your Inventory/Equipment screen. You slay a Bandit, you grab some resources to be able to Upgrade your own armor in your inventory (No "Light Armor, Medium Armor or Heavy Armor Skill" <- Based on Character Level). Some Armor Upgrades must be done by a Craftsman in town, whom you must pay gold to Upgrade your Gear. Armor has no Levels entirely, but that [Tier] Armor would have 3 slots that you can upgrade in 2 different ways each (X-COM style). Unlocking more Armor (Higher Tiers) requires Character Level Growth. Finally, it's not like you are going to be able to strap on that guys armor that you just cleaved in half. Character Level This is purely dependent on Questing, "Experience is only gained at the end of a Journey when you Understand it". This level determines the Armor you can wear (Tier 1, 2... 4) Weapons you use (Tier 1, 2... 4) Spells you can cast (Level 1, 2... 9). General Strength Growth. More Armor slots in your Inventory (Helmet, Gloves) a linear simplified License System (FF12). Progression/Summary You have to take down enemies to get resources, taking down enemies makes you better at wielding your weapon and looting enemies gives you better equipment. To be able to wear more equipment, or better equipment, you have to do Quests to grow in Level. As a Level 1 character you are limited to the gear you are Limited to basically. This system is very combat centric, like every system out there really. Non-Lethal Approach (Feedback and thoughts needed!) Work in progress. This is difficult because from my perspective it is a playstyle, the stealth approach. I would play with 3 party members, max 4, in a stealth approach. Mostly light armor wearing characters, more than that would feel more and more as an "attention" gatherer (Really, 6 party members in a City and specially in a dungeon would gather more attention). Stealth is a difficult matter regardless in a Party-Based game like P:E, Baldur's Gate, Icewind Dale, Planescape: Torment. It is doable of course, but designing an open world with it in consideration I believe is very difficult, it's like building one game inside another games. Magic & Tools Next on the list is Magic and Tools of Magic. How do you use Magic and what are the tools for it? Who can use it? The Grimoire of Dark Arts All Magic, Arcane, Blood, Elemental, Necromancy and so on. Needed for the most powerful ritualistic Magic. These examples below portray the "Main Weapon" Strength, the Grimoire is really the Power tool and the Spells within it. Grimoire+Hand would throw spells from the Grimoire real fast, but it would also be weaker than throwing spells with a Wand. Having a Sword in your Main Hand would allow you to cast spells with the sword at a long range but it would really be weak. You could send your Sword (Force Throw) at enemies, enchant the Sword with powerful Magic and so on. * Hand & Grimoire: Arcane, Fastest & Weakest. * Wand & Grimoire: Arcane, Fast & Weak. * Dagger/Sword & Grimoire: Blood Magic. Weak Arcane Magic. The Crystal of the Mind Mind-Magic/Psionic, a Cipher's tool. Usable by a Wizard too. Holy Scripture and the False Word/Song Paladin, Chanter and Priest. Using a Grimoire on a Paladin/Chanter/Priest makes them "Fallen" or "Corrupted" in the Eyes of their Faith. Poems, Songs, Chants, Partiture The Chanter's tool for singing, a Rogue, Monk and a Priest can use it well too. Staff * The Druid's Tool of choice. Strong Elemental Magic, if Staff's aren't necessarily 2-Handed (putting a sword in an off-hand) the Magic would be weaker but the Wizard/Druid could fight close range better. A Grimoire and a Staff would cast slow strong Magic. Only having a Staff on a Wizard would let him cast the strongest Low-Tier to Mid-Tier as well as some limited High-Tier Magic. Mon, Druid, Wizard and Chanter preference. * A Monk could use the Staff to channel Elemental Magic for close range (Hitting the Earth with the Staff sends an avalanche or a rock slide towards the enemy). This is really interesting (IMO) for a Monk because the Monk doesn't necessarily "strike" the enemy but asks for the aid of the Soul of the Land. A horizontal wavering with the Staff could send a Wind Slash at enemies. * The Wizard would use the Staff as a power tool, whilst the Druid uses it as a Naturalist. Using the Nature in combination with their Faith, giving and taking. A Wizard would only take from the land when using Elemental Magic, without giving anything back (Which could give other consequences). A Druid could very much dislike a Wizard holding a Staff. * Chanters use the Staff to vibrate their voices, as if tuning, enhancing their voices and/or in a way to shatter bones and nerves with a powerful verse of sound, vibration and frequency. Metal Staff's purely. With this list went through, could Items determine the Class? Multi-Classing I've got a Fighter, I go through the first prologue area (take down some enemies along the way) I get slightly better with a Sword & Board (not even close to leveling it up, 1/5th of the first level perhaps), got some better gear from the resources I gathered. I get to town, finish the first initial Quest and I gain 1 Character Level (Now Level 2). I remember Obsidian saying something about "Quick fast early levels". I'm in the first town and I've got some gold so I can upgrade my armor at the Craftsman, maybe there is 1 Companion or 2 in this town that I can recruit as well. As the Equipment Screen is like a "Skill-Tree" I choose to go to the Wizard and upgrade my Off-Hand to a Grimoire instead, so now my Fighter is in essence a Fighter/Wizard. I can keep a Shield in the inventory and switch around for situations between Grimoire and Shield. Likewise, if I make a Wizard and I pick up the Sword I suddenly have a Wizard/Fighter. Using the Grimoire in battle and taking down enemies would not give me Sword & Board experience (as it isn't equipped) but instead experience in Magic Wielding. With Items and Equipment being tied to Classes, you could make a Chanter a Chanter/Druid, or a Druid a Druid/Barbarian and so on and so forth. Being able to upgrade the armor accordingly to your "Build". In Baldur's Gate there is a limited amount of experience that you can get, so choosing a Build early is important for the Growth of your character (Unlike TES, where Experience is Abundant and you could become a Master at Everything). Have a great wonderful day And of course... thoughts?
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Armour & weapon designs - a plea (part II).
From the previous thread : http://forums.obsidi...designs-a-plea/
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Order weapons and armor
I was wondering... Was there ever a system in game where you could go to a blacksmith and instead of buying or crafting yourself you could just ask him to craft a weapon or armor which u want ? I would love to see this in P:E. Why is that ? Because I hate crafting I dont like it at all Im a warrior I dont have time to stand in the forge and make me some steel. I would gladly pay for this to someone whos job it is to make weapons. So what do you say ? Instead of selling hundred of weapons such a blacksmith could have some but the most should be made by ordering them right ?
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Two-handed weapons attack speed
Personally I am afraid PE would to repeat a Dragon age 2 situation, where two-handed weapons were the fastest in the game. Even faster than dual daggers. I don't want to see another DA2 and Devil May Cry-like 2-handed weapons that weight like feather and able to slash 8367 times per second. I know 2-H swords were not a massive things and were actually rather lightweight and flexible weapons, but if we have MASSIVE weapons, like clubs, sledgehammers, mauls or such, then I think it'll be reasonable for them to act like one. Especially with that fantasy addiction for weapons with the blades the size of the character! One example of fictional overly-massive cleaver I am not annoyed with: In this animation - I can feel the inertion and weight of this cleaver even when handled by insanely strong Pyramid Head. I suppose PE may have a race that is stronger than humans and thus can handle massive weapons easier, but still, please, take weight in consideration! Reason for my fear is this: http://youtu.be/M0chqZWxTQ4
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Arsenal in Project Eternity.
One of the topics that was touched upon in the weapon mechanics thread was the amount of weapon types. I thought it'd make for an interesting poll question. How many weapon types would you like to see in the game? And just how different should they be? 1. Small weapon selection, but each type offers a unique playstyle and has a different animation. E.g. Rapiers utilize quick thrusts, and emphasise mobility in combat. Against heavily armoured opponents, however, a greatsword would be a better choice. 2. A good amount of weapons, divided into subsets (weapons in a subset behave identically). E.g. All polearms would be handled the same (similar reach, damage, animation etc.). 3. Large variety of weapons, but with little difference between them. Self-explantory. Each solution has its merits, what's your preference?
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Another weapons topic
Various RPGs have various ways of calculating the damage done by weapons and various ways to present it to the player. In DnD you get 1D8 for damage, and that practically is a more elaborate way of saying 1-8 damage. Would you like to see in a weapon's stats 1D8 or 1-8? Personaly i prefer the second since it's the same thing but more clear, however i never liked the idea of weapons doing x-y damage, so i'd rather see a system where the weapons have flat damage and it's the character's stats that determine if the weapon does more or less damage than it's base. What do you all think?
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Weapon mechanics
In most cRPGs weapons are usually fairly similar to each other; most of the time the only difference is the amount of damage dealt. I think every weapon type (well, within reason of course) should offer a unique set of boni and (ideally) ought introduce a different playstyle. Here are a few ideas and suggestions (some may be obvious, most are pretty abstract, so be warned) : 1) Weapon reach : e.g. Pikes or Spears should allow your team members to attack from a greater distance, confering a serious advantage in some cases, but becoming a liability in close quarters. 2) Critical hit effects are different for each weapon type. E.g. : a) Greatswords would deal 200% more damage on critical hits and have a 5% chance to dismember the foe, resulting in an instant death. b) Rapiers would deal 100% more damage on critical hits and apply a bleeding effect. c) Hammers would deal 150% more more damage on critical hits and stun the target. 3) Smaller and generally obvious things : a) Different damage ranges (e.g. Greatsword 1d10x2, Longsword 1d6x3 - this would result in a vastly different performance. b) Armour Boni and penalties - (e.g. Swords are worse at piercing chainmail, but great against leather, Rapiers are useless against plate). c) Various speeds - self-explanatory. d) Weapon perks - (e.g. Greatswords are harder to parry, Pikes can impale, Pistols can jam). e) No weapon type should ever be considered "the best". They should all have their uses.
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Secondary Weapon Functions
The backing hook of a halberd may be used to trip or forcibly dismount a mounted opponent; a spetum or ranseur is well suited to disarming an opponent; the beard of an axe may hook around the top of a shield and may be used to pull the opponent off balance or to expose their centerline to attack (lowers armor class). Will P:E allow us to take advantage of these and other secondary weapon functions? I certainly hope so as this will move combat beyond a very basic "hack 'n' slash" level.
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My weapon does nothing!
I, personally, find this conceit of some games to be kind of . . . annoying. Resistances? Okay. Armor that reduces damage from some sources? Okay. But needing to have: The Bludgeon weapon The Piercing weapon The Slashing weapon The Adamantine sword The Silver sword The Cold Iron sword The Lawful sword The Chaotic sword The Good sword The Evil sword The Epic sword The Wood sword The Crystal sword The Adamantine and Good sword The Silver AND Good sword . . . Just to do reasonable damage to most monsters is kind of . . . insane. Not to mention the fact that you can't REALLY build that Fire Specialist mage because, like, 1/3 of the mobs in the game are FLAT OUT IMMUNE to fire. And if you do a fire/acid specialist, there's still always gonna be some that are immune to both. And PLAYERS never get IMMUNITY gear. Let's have resistances, sure. But I'd really prefer to ditch outright immunities unless they're extremely specific or only on unique boss mobs where it's pretty dang obvious. Let certain creatures be immune to Piercing weapons (and have weapons that do 2 or more damage types), maybe or have the Fire Dragon be immune to fire. But don't let's be crazy.
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Armour and weapon designs - a plea.
One thing that I highly dislike about modern RPGs are the outlandish and outright ugly armour and designs. If you'd allow me some examples (incoming hyperbole and large images) : This Certainly looks better than this : Second example : In the examples, I've juxtaposed somewhat ornamental and a bit fantasy looking pieces of equipment with ones that look more like toys (which I consider to be a general tendency in fantasy cRPGS). Is the continuing urge for so called "epicness" really worth it? I think there's plenty of historical (and not so historical) arms and armour to draw inspiration from. Non-practical equipment is a real eye sore most of the time, IMHO. And yes, I realize that the game is isometric, and we won't see arms and armour in great detail - but that'll only make the task that much easier. While we're at it, please consider using something similar for item descriptions :
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Elkay's Weapon Emporium - Your favourite magical items!
A white haired man appears at the top of the next sand dune... ...he waves at you and your adventuring party, in a half bouncing, running motion he bounds towards you. You and your party look at each other, eyebrows raised. The man is wearing an oversized backpack, nearly twice his height, the bag is overloaded with swords, bows, poles, staves, and various other weapons. All sticking out from various pockets at odd angles. A flails head swings precariously close to the man's head. As the man reaches your party, in a single swift motion, he swings the bag round and it unfolds into a large blanket with all the weapons laid out perfectly. He spreads his arm wide and gives a big grin. "What can I do you for?" Your party all step closer cautiously, wary of a lone traveller in this dangerous part of the world, was this a ruse of some sort? After a few moments you determine he is genuine. All questions directed at him regarding his travelling are answered with winks and nose taps. "This is a fine sword you have here, but I'm after a named variant, The Biting Ishktar of Fellowmane, have you heard of it?" Asks one of your party members. The rest of your team is genuinely impressed with the goods on offer and some of them are testing the weapons for weight and balance. "Heard of it? I own one of the last three, it's in my shop" Said the white haired man, thumbing over his shoulder as if his shop was right behind him. "Where is your shop merchant? There is nothing for hundreds of miles around!" Replied your party member, equal measures of eagerness and bitterness in his reply. The white haired man reached into his pocket and brought out a huge zipper. Attached it to the air itself just above the sandy ground and pulled up. The fabric of this realm unzipped, revealing an opening to a new plane of existence. Like a tent flap, the white haired man stepped in. A few seconds later he poked his head out of the flap. "Well, are you coming to shop or not?" You and party members enter an 'Aladdin's cave' of treasure. Weapons, armour, magical trinkets and even a few cages holding exotic animals. You wander around with your mouth open. "Take your time! Browse!" The white haired man sat down and put his feet up on a counter, at the far end of the overly filled room. An intricate wooden sign hung above him - Elkay's Weapon Emporium. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- TL;DR Hello! This is a light hearted thread with two purposes. Remember our favourite magical items, be it from books, pen and paper games or video games. What magical item would you like to find in Elkay's Weapon Emporium? Or in Project Eternity? (Create your own magical item!) I love creating new magical items, not just the interesting properties, but the story behind it's creation and how it ended up in the current owners hands. I really hope Obsidian take great care in their items, randomized weapons can be fun in games like Diablo 3, but it really breaks immersion for me if there is no 'named items' with a good back story. -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- So here we go... One of my favourite, most rememberable items would be the famous Girdle of Femininity/Masculinity from Baldur's gate. I must've been about thirteen or fourteen when I first played and I remember genuinely being upset that I turned my male warrior to a female. I'd love to see a bag of monster holding, similar to a wand of monster summoning from various D&D settings. The key difference would be that there would be a lot charges and potentially could pull out huge monsters, such as red dragons, beholders or giant trolls! Gist of the story would be a family of leather workers fall on hard times.Their son being creative and a bit mischievous with magic creates a bag of holding, the family shoot to great fame and wealth. The son continues to better his bags and eventually creates a bag which can hold, frozen in time, living things. The story would play out with the son getting trapped in the bag. Hey, maybe he could be pulled out as a part of an event and he could join your party? -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- Lots of love, LK
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Weapon vs Weapon
There is one thing that i enjoyed in the combat system of IE games: the fact that using bows or slings in melee resulted in a bonus for the guy who had the sword, axe etc. However there are many more combinations of weapons that are weak confronted with other weapons that were not used. A sword has finesse and is balanced, so it can move easily past the defenses of a guy who has a bulky axe or a hammer (Sw vs A +2 attack). However the sword has limited reach so the guy who uses a spear or poleaxe can keep himself at a safe distance while attacking (Sp vs Sw +2 defence). At the same time, having a wooden shaft, a spear is easy to break by the attacks of an axe so it must be handled carefully (Sp vs A -2 attack). A 2h sword has is bulky and slow but with long reach, so it gets no bonuses vs other weapons and they dont get a bonus against it (same for flail). I think this would make us use more weapons than just what looks cool on the character and would give incentive to the devs to make a bigger variety of non sword weapons. Let's admit it... How many of you have chosen to have a fighter in BG that used other weapons than swords, since these were the most available and had the greatest variety?
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Epic Weapons / Armor / Items ?!
My question is... Will there be "Epics" in the game? No I dont mean purple items that drop from monsters... No i dont me a high level quest reward. I am talking about the weapons you use and work with that unlock and become more powerful. Here are my examples. Father dies, gives me a long sword... at level 5 I notice the ruby gem is missing... I quest to find a flawless ruby... oh my! it is enchanted with fire... Longsword +1 fire damage... I am in the cave of the Thunder Lords of the Obsidian empire... Why is there a painting of my father?... with a sword that looks just like mine?... the sword seems to have a shimmer to it that it no longer has... Whats this... a new quest, let me find the maker of the sword... After many long hours and zones and towns I have found him, the sword uses your "Soul" to gain in power... The more "Intact" your soul is the stronger the sword is...+5 damage max...??? We can do this all day long, but I guess this is not really a question and more of a plea... give us something to go after!!! I dont want to load and reload 100 times to kill the Necromancer Ravin Ous time and time again WAITING on his "EPIC" Dagger of ogre slaying. Yeah thats fun... but so are SUPER rediculously LONG quests and chains that take a starting weapons to be The Thundering Hammer of Pixie Making! Just incase you like pixies and killed them all... now you can make new ones. Ravinous