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Post by En1gma on May 28, 2014 20:21:54 GMT -5
So I was reminiscing about my glory days playing Baldurs Gate and in my memories I came across the 'serrated' weapon designation and couldn't help but think about how well this would work in HoS... In case you don't recall, these were the only weapons in the game that had a static damage output. Where other weapons had a range of 30-50, these blades would be set at a solid low-middle damage, such as 35 or 40. I even went as far as to form examples:
Flamberge: 2h sword 3ap 4 acc 4 parry 40 damage
Heavy Flamberge: 2h sword 3ap 6 acc 6 parry 55 damage
The whole idea would be to keep them as even and average as humanely possible. No huge swings in damage, no worrying about rolling a one on the added damage roll and having the enemy soak the full attack. On the other hand, max damage would be severely lowered, as the weapon would just deal the same every swing. Make the damage 40% of the difference between the typical range of a comparable weapon and it could even itself out.
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Post by fallen on May 29, 2014 9:47:45 GMT -5
En1gma - interesting idea. You'd get a lot of damage variability through all your gear and buffs. Something maybe to look into as we add more weapon types, etc.
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Post by En1gma on May 29, 2014 10:11:04 GMT -5
Right, and that is still a good thing! A big issue I have with some weapons is that one strike can hit at base damage and be totally soaked, or it can roll and do full damage, plus whatever bonuses you have. So I can hit for 6 damage and 60 damage in the same turn, because I lose the extra damage and elemental rolls or roll high on them. I just think some people, myself included would enjoy a weapon that always deals the same damage with no extra roll for the weapon itself, at the loss of the high end damage output. Anyway- thanks for hearing me out!
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Post by Cory Trese on Jun 3, 2014 15:48:11 GMT -5
I just tried this on a number of swords and the end result isn't as much fun as I thought it would be.
Initially I was really interested in the concept but for the math to work out, it ends up feeling really static, even when applied to the Level 30 swords.
This type of "hard static" damage might fit better into something like 4X ... or the next top secret project.
Thanks for the BG - serrated weapon reference. Good times =)
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Post by nolost on Jun 4, 2014 2:56:36 GMT -5
I don't care myself of having such weapons or not, but... that they are static is the point. :-) Players who like will use the weapon, other will just throw the weapon. There's anyway a significant random coming from damages reduction, if I remember well in Baldur's Gate the damages reduction wasn't variable, the only variable was hit or miss and critical.
But what I miss a little in the game is have special weapons with a light history context description, as some games as Baldur's Gate has. Ha well I suppose it's not possible to have everything possible. :-)
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Post by Cory Trese on Jun 4, 2014 12:21:44 GMT -5
I don't care myself of having such weapons or not, but... that they are static is the point. :-) Players who like will use the weapon, other will just throw the weapon. There's anyway a significant random coming from damages reduction, if I remember well in Baldur's Gate the damages reduction wasn't variable, the only variable was hit or miss and critical. But what I miss a little in the game is have special weapons with a light history context description, as some games as Baldur's Gate has. Ha well I suppose it's not possible to have everything possible. :-) Keep playing and digging, you'll find what you're looking for. We made the right decision here, after writing out descriptions for thousands of items our metrics show aren't key to user satisfaction. The data says it is better to put that into the game content and focus on that story feedback loop with the player. However, if you're clicking "Skip All" you are probably missing what you're looking for. Thanks!
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Post by nolost on Jun 4, 2014 12:51:10 GMT -5
Ha metrics? There's spies in your games? :-)
You could be right, but there's descriptions and descriptions, in Baldur's Gate if books was awfully tedious for most, items description was top class and great stuff. I'm quite sure I read them all and certainly not the books.
I would say that the problem is the description worth it when the item is very special and it ends with the problem of having one for any items. Tips, Lore, few time a touch of humor, short short story for very special unique items, so modern players don't like that anymore? Well I feel older. :-)
I found a very special item in a secret, seems unique and I don't remember a dialog about it, but I can't be totally sure even if I never skip any.
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Post by fallen on Jun 4, 2014 18:05:01 GMT -5
Thanks for the feedback!
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Post by En1gma on Jun 12, 2014 14:29:35 GMT -5
I'm glad you checked this one out and I'm disappointed that it wasn't as much fun as I thought it would have been... It's true that it would be kind of vanilla, that's what I was hoping for, lol, but if the effect doesn't mesh well than so be it Thanks again for taking the time to try it out though!
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