Weapon Specializations: Contest!

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streak
Posts: 15
Joined: Sat Sep 25, 2004 8:00 am

Re: Weapon Specializations: Contest!

Post by streak »

when all the issues have been dealt with, i will be glad to write up several pages of this type of stuff.

you also should add in (weapon) + sheild stuff. more styles with sheilds than you can shake a stick at!
moboid
Posts: 100
Joined: Sun Nov 14, 2004 9:14 am

Re: Weapon Specializations: Contest!

Post by moboid »

Special moves linked to specific rite missions (it might happen ;) )

eg. Learn all there is about madakams and learn there damage reflect skill

a few vauge ideas:

2h Staff: could make it as a low dmage weapon but give it a very high parry modifier. Combine that with your taunt and you get to keep a mobs attention but do and take a lot less dmage. Not that i like fighters to just be a tank but as long as its optional its another playstyle.

Increase critical rate: combined with aimed blow stanzas to reliably cause location specific ciritcal effects.

reckless blow: 2h weapons, increased damage at the cost of defence and weapon durability.

not sure this belongs here: Farmer, a pet skill that uses plants. plant a slaveni seed for example and you gain a fixed pet something similar to ac2's towers or if i remember there was a class in daoc that uses an army of mushrooms :)
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aldrikoy
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Re: Weapon Specializations: Contest!

Post by aldrikoy »

vguerin wrote:I am assuming the massive responses will come in after all the annoying bugs, very old and new, are gone... but I could be wrong. This is about as important as an MP3 player... Oops, sorry they already made one of them...

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While I do love the idea of new features, and these in particular, I must (albeit with a bit of reluctance) agree with the view quoted. I would hate to see SoR go the way of SWG, i.e. adding new features without fixing bugs that have been around far too long. That way lies...well, if not madness, certainly much player discontent. And player discontent leads to cancellations, which leads to ruin for all.
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skylt
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Re: Weapon Specializations: Contest!

Post by skylt »

A good way to keep a gerbil's attention off its surroundings is to hang a shiney new bracelet in its cage. :)

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marct
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Re: Weapon Specializations: Contest!

Post by marct »

OK, I am not looking for a specific action, what I am looking for is ture diversification within a skill. A Master Pikeman is a Master Pikeman, is a Master pikeman. Where are the tradeoffs within a tree? They are huge enormous breakdowns right now.

I like the pike javelin toss, and the "double stick" ideas, however you drop both of these in pike and every person that is in the Pike skill has both of them. I want to have to decide, Do I want my pike play to be this, and have those advantages or do I want it to have that and have those advantages. Maybe 1 is better solo, or 1 is better against certain mobs. The same thing exists within magic. Oh, everyone has Acid and Cold, well maybe I am a cold specialist. "Master Ice Rainer" here. And why don't my ice skills work better when it is raining, or in the desert on those warm mobs. They got it right with skin type, but let's see some depth!

Have the trees split more is my suggestion, and have you required to make choices. I don't want a pikeman to be a pikeman. That is generic, not specialized. They are all the same.
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perrako
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Re: Weapon Specializations: Contest!

Post by perrako »

Hmm... Noinoss, I see your point, but that would be walking before you can crawl ;) Let's make the weapons different from each other before making them different from themselves.

Tetra, Launchers and Autolaunchers already have a different enough style of play: AOE effects. Sure, there could be improvements but I'm talking about making the ever too similar weapons different. I did forget bowpistols though.

DT, this isn't something I am suggesting for the devs to work on immediately; I too want most bugs dealt with quickly. But why not get the brainstorming going quickly? That always leads to a larger group to choose from.
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tetra
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Re: Weapon Specializations: Contest!

Post by tetra »

perrako wrote:DT, this isn't something I am suggesting for the devs to work on immediately; I too want most bugs dealt with quickly. But why not get the brainstorming going quickly? That always leads to a larger group to choose from.


because folks have been doing it for a long time already across a great many threads.
4, 8, 15, 16, 23, 42
josephm
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Re: Weapon Specializations: Contest!

Post by josephm »

The difference is that this one is backed by a Nevrax CSR. This CSR will also send the winning suggestions in with a higher priority. Why are you complaining about Nevrax possibly offering A. A chance for your own creative input to be put in the game. B. the chance that rights will get us a chance to get new specialized stanzas

...and btw we got the point pls stop posting negative stuffs :) lets just do it for fun!

My suggestions aren't great. Some work off what already exists, but I believe can be changed or expanded.

I added animations just for fun.

1) Two handed Staves. 'Trip' Stanza.
Animation: halfway sitting then back to fighting stance.
Effects: stuns a player or mob for a single round. Higher chance than critical hit stun - lasts only one round.

2) 'Parry' or 'engage' stanza. Requires credits for use. Type of weapon varies effectiveness.
Animation: Varies...basically a half swing
Effects: "Locks weapons together" Doubles Parry chance for one round. Highest chances with 1h+shield; Sword+dagger; 2h staff, 2h pikes/swords/maces; Firearms (if useable at all)

3) Polearms. 'Lunge' Stanza.
Animation: a uh...lunge.
Effects: Used primarily as a 'pre-emptive attack' for a mob that has been agroed on you. The lunge stays triggered as the mob approaches you and then lashes out at 2x the normal distance of attack.
It's not a huge stanza but I've noticed sometimes I'd have killed that messab if I just had one more hit. This can also be used reptetively against those annoying Bawaab that back up all the time.

4) SWORD CHUCKS!

5) Shields. 'Bash' Stanza.
Animation: Similiar to a lunge but with a shield.
Effects: Pushes the mob back 5 meters. Does max damage equivalent to the quality of the shield. Useful if your casters can't run off because they are to busy healing.

6) Swords. 'Foissement' Stanza - enormous energy consumption
Animation I'm not really sure how to do this...two step animation, quick half blow and then a contiuation to the target
Effects Vs. Mobs parry attack and follow through with attack. In PvP possible disarm + follow through on attack

7) Swords / 2h staff. 'Disarm' Stanza
Animation A strike that is more 'hands foreward' than a typical blow.
Effects: Fight a Jarving and find out! :)

8) non-firearm. 'Reprise'
Animation normal. this is a credit stanza
Effects: Renewal of an attack that missed or was parried. Lets just use parry for balance. This also suggests that Attack after parry would have a credit reduction. Basically means that tanks do more than just double click a skill and hack away.

9) 1h sword / axe. 'Double'
Animation A full swing + half swing when half back to En garde.
Effects: Combo attack with damage factor .700, two chances for dodge/parry by opponette as well as armor factors. For axes a slice + backhand counting for slash then blunt damage could be considered.

10) No Firearms. 'Riposte'
Animation Normal Attack
Effects: An attack made immediately after a parry has been made. Interrupts current action timer. Consumes credits rather than gives them.


(This isn't really an action stanza)
The ability to enchant ammo with spells. Acid ammo would of course be ineffective on kips. Damage increased vs. mobs at Nevrax's Discretion. Q70 ammo can have a max Q70 enchant. Q80 can be used but will only be as effective as Q70.
skbid
Posts: 5
Joined: Sat Nov 13, 2004 5:35 am

Re: Weapon Specializations: Contest!

Post by skbid »

Well I just think that some of the original weapons deserve some tweaking.
Ranged weapons no matter what type all need more hitting power as they are virtually useless now. Rocket launchers have the most impact but you can't carry much ammo so it makes the weapon a poor choice to carry. Pistols might as well be eliminated for the damage they inflict. They're only useful in the noob island areas. I'll list the possible weapon improvements I think could be implemented with the least amount of re-scripting.

1-ranged weapons: increase hit power for all (at least 4 or 5 times what they do now)
2-ranged weapons sniper stanza: this is badly needed and shouldn't be too hard to implement.
3-2 handed sword or axe or dual wielding (2 1-handed swords or axes) a stanza that will allow you to double hit such as a slash with both weapons or if a 2 handed sword or axe to slash in both directions.
4-all swords and daggers should be able to use ignore armor and not just limited to pikes.
5-along with #3 above I think it would be nice to dual wield 2 1 handed weapons other than a dagger and sword. 2 1 handed axes or swords or maces should be a natural addition.


Note: I know there was some mention of throwing pikes and axes but in real life that type action would and should be a short distance thing at best. So if that is implemented it should reflect that type of reality. I mean come on, you expect to throw an axe or a pike 150 meters? That's 300 feet in real life. I think a realistic distance would be 10 to 15 meters at best. And even then the damage wouldn't be that great it would be more of a distraction to target depending on it's size. It might be interesting to have it be more of a bleed type attack as the axe or pike would open a wound. Just my opinion so ease up on the flaming.
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bodywand
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Re: Weapon Specializations: Contest!

Post by bodywand »

Dual-wielded 1h weapons, while cool, would be insanely over powered. 1h is already pretty matched in duels against equal level 2h...
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