[Q&A] 1 handed fix

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rushin
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[Q&A] 1 handed fix

Post by rushin »

hi :) and this one is for Nevrax

i asked this before on the q&a thread but didnt get an answer so let me try rephrasing a little.

1) Are the dodge and parry stats for 1-h weapons not active or just not showing? (looking at info of weapon all show 0)
2) Is it really difficult to activate/show them?

I realise that time is precious, but 1h is already at a serious disadvantage to 2h - having the dodge and parry bonuses like 2h would go some way to make my life and those for who 1h is the main skill easier and more competative.

thx for your anticipated answer :)
rushin ~ asleep
Lukati
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Re: [Q&A] 1 handed fix

Post by Lukati »

rushin wrote:hi :) and this one is for Nevrax

i asked this before on the q&a thread but didnt get an answer so let me try rephrasing a little.

1) Are the dodge and parry stats for 1-h weapons not active or just not showing? (looking at info of weapon all show 0)
2) Is it really difficult to activate/show them?

I realise that time is precious, but 1h is already at a serious disadvantage to 2h - having the dodge and parry bonuses like 2h would go some way to make my life and those for who 1h is the main skill easier and more competative.

thx for your anticipated answer :)
I've been wondering how/when they'll be getting around to giving 1h skills the love they so desperately need. I'm fairly confident that such an idea (along with ranged for example) has been moved to the proverbial back-burner.

(Just bought a Zorai LA suit off the vendors from you Rushin ;) )
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iphdrunk
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Re: [Q&A] 1 handed fix

Post by iphdrunk »

Oh, nice question :)

This one was asked in other communities and it went up to 15 page thread. In short, the answer was "not now, maybe in months, it´s hard" and "this is not a minor modification according to what we asked as feedback"
Marjo wrote: Concernant l'implémentation des stats, les devs comprennent bien le problème des statistiques manquantes. Seulement, mettons qu'ils les "activent", il faut effectuer une série importante de tests pour vérifier que l'équilibre du jeu n'éclate pas, et éventuellement remodeler certaines de ces statistiques, tester encore... C'est donc un processus long qui peut vite s'étaler sur plusieurs mois selon les problèmes rencontrés. Souvenez-vous par exemple, que les armes à 2 mains ont été modifiées, en plus de voir activées leurs statistiques.

The devs know about the missing 1h stats, but that would take a lot of testing and changes, test again.... it's a long process that can take months. Remember the 2h weps, they were modified and their stats changed.

In short, nothing to see here, move along....
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norvic
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Re: [Q&A] 1 handed fix

Post by norvic »

I like 1h too so have some sympathy for the concerns expressed in this thread, did I mention Ranged? I guess patience is the order of the day.
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acridiel
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Re: [Q&A] 1 handed fix

Post by acridiel »

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rushin
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Re: [Q&A] 1 handed fix

Post by rushin »

lol @ acridiel and thanks for the info iphdrunk.

I'm not gonna get all cynical and fail to see the difference between 1h and 2h on this issue, and wonder why they cant use the same code. ut uh, no way ;)
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soulsnatcher
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Re: [Q&A] 1 handed fix

Post by soulsnatcher »

I've asked for an update on this yesterday so will hopefully have more information for you soon.

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Marjo
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Re: [Q&A] 1 handed fix

Post by Marjo »

rushin wrote:1) Are the dodge and parry stats for 1-h weapons not active or just not showing? (looking at info of weapon all show 0)
They are active, but all at 0. The values need to be defined.
rushin wrote:2) Is it really difficult to activate/show them?
It depends on what we decide to modify here. So far, the idea we had in mind was to use the 2-handed weapons as the reference to choose which values would be used for the 1-handed weapons.
But then, the stanzas of the 1-h melee would need to be tuned accordingly. If we activated the dodge/parry stats while keeping the stanzas in their current state, you could have to consume too much stamina for example; other imbalances may also appear.

If we only change the stats values, it wouldn't be that "difficult" to do, but if we want to do it right and obtain a balanced 1-h melee skill, then much more time would be required (designing, coding, testing, tuning, testing, tuning, testing again...).
As you already know, we cannot start working on such changes yet, as most of our resources are dedicated to the Ring, interface, Spires and a few other projects at the moment.
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marct
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Re: [Q&A] 1 handed fix

Post by marct »

soulsnatcher wrote:I've asked for an update on this yesterday so will hopefully have more information for you soon.

Souls
Wow, now we know who to talk too. Look how fast that response came!!!
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rushin
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Re: [Q&A] 1 handed fix

Post by rushin »

Marjo wrote: If we activated the dodge/parry stats while keeping the stanzas in their current state, you could have to consume too much stamina for example; other imbalances may also appear.
in the spirit of gentle discussion rather than argument ;-)

surely if 1h weapons had dodge and parry stats it would lessen the credit drain on actions - those attacking would dodge/parry more often and be able to use the 'dodge/parry after' brick?

glad you mentioned the problems with stam/hp drain, i hit faster than my two handed friends, do half the damage and end up killing myself by draining so much hp... -25% credit cost would be a good place to start :D
rushin ~ asleep
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