Postby LittleSoul » Mon Sep 09, 2013 3:36 am
The combat system is... a bare minimum in terms of what it is used for.
We wouldn't have such a problem with over-powered crossbows if they actually made sense. Currently, all ranged weapons work exactly the same as melee weapons. They've behaved this way for years and years, yet they should be completely different in terms of how they work. Both for the benefit of being a realistic sim, and also a fun game.
Skill and strength, in my opinion, shouldn't even be considered in the equation for ranged weapons. You either hit, or you miss, and when you hit you should always get within a certain range (between 10 and 15 percent to compensate for the fact you don't get to choose to aim for a deadly head shot or a crippling knee shot) of the base weapon damage no matter what. Skill should -only- determine whether you actually hit or miss. That makes more sense than the current system, and if you want it more balanced out, decrease the damage dealt by crossbows. Simple enough of a solution for damage, though there are definitely more creative and complex alternative solutions
Now, on to the questions.
Is a crossbow or steel battleaxe in the hands of an expert fighter, just too huge an advantage?
In the current system.. it's not necessarily too huge, but it is a huge advantage. It depends on whether the strong skilled fighter is fighting with or against a group. Against a group of like three or four, I have no doubt a strong skilled fighter could kill them all given enough time, the right strategy if applicable, and enough healing food. Should they be able to do that, is the question. On one hand, even a strong and skilled person in real life could not take on so many people at once. Then again those in the opposing group could also be strong/skilled, and be able to take them on. It is realistic that a weaker character would not be able to do this, however. The answer to this, in my opinion, is very relative (maybe too relative) to what people really want having a strong and/or skilled character to mean in terms of combat. Are they -supposed- to be pretty damn near invulnerable without a group to take them down, or are characters supposed to be on more or less equal grounds unless they have great equipment? Both of these are kind of true, perhaps at least one of them should not be anymore to even things out. It's also relative to a lot of other aspects and mechanics to the game. If you tone one thing up or down you have to do it to lots of other things as well, which is probably too much effort any of the programmers are willing to go through when people will simply tolerate the existing system so they can work on other newer, more exciting ideas to attract new players.
Should the maximum harm done in any given attack be less than 70?
It's hard to say. As I've mentioned above, you would think that the damage would depend on -where- in the body one was hit, but since there is no system to keep track of that in the game.. it depends on what people are willing to compromise for. Real people can kill another in one blow, but since this is a game, no one wants any players to be upset that their character wasn't given even a teeny chance to survive in that instant. No chance to retaliate, surrender, or roleplay. I understand that, but, it should also be understood that if you're going to give up on making that realistic, a lot of other aspects of attacking characters will not be realistic either. Which is fine, I suppose. If the goal here is to be able to add in new weapons/new technology that is superior to the more primal weapons, I'd suggest instead of limiting character attack that way, to lower all damage of significant weapons, and either totally deleting the obsolete weapons or making their damage even lower. Most don't even use most of the low end weapons, they're barely even useful enough for hunting as it is, much less so for combat. If you're getting attacked with a claymore and you have a bone spear, you might as well put up the white flag. Over all, perhaps all weapons in general should have more equal damage, but far less life span on the lower weapon end to compensate for their cheapness.
There are a lot of ways to go about bringing back the balance in terms of weapon damage, is my point.
For those who would know, is the code really so inscrutable that no changes would be possible?
No, it may be complicated, but it's not impossible at all. It would just take a lot of time and effort, not to mention working in a flood of code that I will assume was made by other people, so that code is not very familiar to those who would currently work on it. It seems to me, it's simply a matter of the pain is not worth the result when people will tolerate the current system. No coder wants to touch a mess of complicated code they've barely spent any time getting to know; so many things can go wrong. That's why it would really require an overhaul. Start from scratch with combat, make something new, and it won't be as boring or complicated to navigate for the coders; but you also risk accidentally not considering all the variable and conditions that combat effects when you start over one aspect of an already completed game.
The short of it is, no, not impossible, just a big pain in the butt and no one wants to even go there and touch that mess with a ten foot pole I betcha.
What do you think about the current combat system?
I think it works, but it's nothing special. You hit, I hit, you hit, I get hit by three other people and I go into NDS. I'm screwed. That's it. There's nothing surprising about it. There might be interesting roleplay or dialog in the middle of it, but looking at just the combat system by itself without all the magical interaction of other players? It's dull, predictable, clear cut, and not realistic by any means.
Any thoughts on how it ought to be modified?
A few ideas are explained above, but honestly, I think it will require a major overhaul for it to be done right. That will not happen as it would take too much time and effort that will instead go into easier to implement, fresh, new mechanics that are probably more fun to work on and less intimidating to the coders.