Weapon specialization
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- AoM
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- wichita
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I agree with this completely. The weapons are quite varied and the flavor added through specialization will not only prevent "clone armies" but will add another layer of realism to combat. And some of you really need to stop the bitching because not every character is an expert in combat. Deal with it and accept the Farming and Cooking as proud and noble professions too.
As far as being a server drain, it won't be. Each weapon will have a specific skill assigned to it just like now, the computational load will not change. If this is wrong, ProgD please correct my mistake.
I also agree that we do not need another reset to current characters. Unless it is prohibitively complicated to set the new skill value = current combat skill, then curent fighting abilities should just be used and newpsawns can be determined randomly.
And if there is any munchkin (R) going on, it is simply the result of piss-poor roleplaying. All of you playing non-hunters out there wacking animals everyday and dropping all of the resources on the ground just because you want to boost every skill category involving a friggin' weapon need to knock it off! You're just making a mess and mucking up the animal population dynamics for the characters that need them!!
As far as being a server drain, it won't be. Each weapon will have a specific skill assigned to it just like now, the computational load will not change. If this is wrong, ProgD please correct my mistake.
I also agree that we do not need another reset to current characters. Unless it is prohibitively complicated to set the new skill value = current combat skill, then curent fighting abilities should just be used and newpsawns can be determined randomly.
And if there is any munchkin (R) going on, it is simply the result of piss-poor roleplaying. All of you playing non-hunters out there wacking animals everyday and dropping all of the resources on the ground just because you want to boost every skill category involving a friggin' weapon need to knock it off! You're just making a mess and mucking up the animal population dynamics for the characters that need them!!
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- Savanik
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Side note. It would be nice if things that are primarily used in peace-time applications (dung-forks, picks, etc.) that can be used as weapons were raised slightly in weapon skill while you were using them for their mundane tasks. And I mean SLIGHTLY. It shouldn't be anywhere near as good as actually fighting with the things, but you'd think that the cook who's been chopping meat for 40 years might know a thing or two about how to use a cleaver.
Sav
Sav
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- wichita
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Actually we didn't implement it this way, we did something different. The point of this idea was to have multiple combat skills.
Archery, Melee Combat, Swordsmanship, Polearms, etc.
The skill weights that we added simply determine how much each character attribute (combat/hunting or physical strength) affects the damage inflicted.
Archery, Melee Combat, Swordsmanship, Polearms, etc.
The skill weights that we added simply determine how much each character attribute (combat/hunting or physical strength) affects the damage inflicted.
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Frits
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- wichita
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The numbers actually go between 30 and 90. I am not sure how the spread will appear numerically (and this opens the doors for a bit of in game experimentation for some bored war hawks or some of the increasingly rare in-game scientists that we have left), but I think we can safely say that this will pose a nice improvement for those expert fighter/weak strength and awkward fighter/extreme strength characters out there.
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- SCUBA
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What would be interesting to kbow is how much of the damage is from the weapon also. If you have a weapon that is 20 rated 20/80 and another that is 30 rated 80/20. Wouldent it still be better ti use the better (30) weapon even if it does not suit your skills/strength?
/SCUBA
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Frits
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