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Re: Melee Creativity Lacking
Posted: Fri Jul 08, 2005 1:54 pm
by kashius
Little off topic, but can +Dodge/Parry be put on jewels as well?
-Kash-
Re: Melee Creativity Lacking
Posted: Fri Jul 08, 2005 1:55 pm
by sprite
kashius wrote:Little off topic, but can +Dodge/Parry be put on jewels as well?
-Kash-
Nope :-/
Re: Melee Creativity Lacking
Posted: Fri Jul 08, 2005 2:22 pm
by philu
kashius wrote:
I gotta say this community is great. Although I had some pretty clear misinformation, I wasn't met with "STFU NOOB" and such. Like I said, I like this game a great deal and want it to develop into something that is accessible and fun to all styles of players. Thanks for the feedback...now, back to knifing it up. Daggers (Machetes) courtesy of Rushin
-Kash-
You will find that is often true here if you make a good post. The community here, on the whole, are supportive of each other and try to help each other.
Basically, you made a very good first post IMHO. Yes you were 'complaining' about things wrong with the game, but you followed that up with some very good, very well reasoned suggestions for how to solve those problems. My kinda post, well reasoned, well argued and above all very constructive. You set the right tone for the replies to be constructive too.
/target kash
/bow

Re: Melee Creativity Lacking
Posted: Fri Jul 08, 2005 2:44 pm
by vguerin
A bit more on Criticals/Aimed shots...
They work hand in hand, though getting a critical "will" allow you an "after critical" stanza, it is only part of the story.
A random (not aimed) critical will inflict a penalty on the opponent based on where the hit lands. Where it lands will result in the same type of penalty everytime the critical hits this SAME body part.
AIMED stanza's can help you dictate where these criticals will land (tho not their frequency).
If you want more info on AIM stanza's you can check out our site:
http://ryzom.twazz.net/modules.php?name ... opic&t=322
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Re: Melee Creativity Lacking
Posted: Fri Jul 08, 2005 8:59 pm
by thebax
One ting I'd kinda likes to see (altho, to be sure, it may well be thar alredy, an I canna see it yet

)
Unarmed combat. Who here ain enjoyed de occaisonal martial arts flick? Now I knows dat dat be fantasy, as opposed to de rill werl o' Atys

, but wuldna thar be a certain logic to havin a fighter suffer thru aroun 200 levels o' bein de weakest ting on de block, den, upon reachin "expert" level, discovers/learns how to harness hims chi, unleashin devestatin punches, an kicks like thunder? Or better yet, heh, learns to punch as fast wit nuthin in thar hand as dey do holdin a weightier den nuthin dagger?
O' course, any changes or additions wuld best be put orf till dey fixed summa de serious issues in play (refer to aroun 1 outta every 3 threads

)
Re: Melee Creativity Lacking
Posted: Fri Jul 08, 2005 10:58 pm
by kashius
Hello again. Seems even more has been brought to the table since my last post.
- The critical/aimed shot thing is pretty nice, I hadn't noticed any such effects. I still wish there was a way to up your critical rate. Would give dagger users (Like I'm desperately trying to be) a prayer of survival.
- Sad news about the +Dodge/Parry not applicable to Jewels. Maybe they will add it? Anyone heard anything about that? If so, do tell.
- Fist weapons/H2H attacks, no matter the game are awesome. Hope they give it some type of buff.
On daggers...Is there a way to be an effective dagger user for both PvE and PvP (Against non dagger users). It might be my weapons, might be my actions...but I get whipped. By mobs mostly, but other players can give it to me pretty solid most times. Any help is appreciated as I'm stil getting a feel for it.
-Kash-
Re: Melee Creativity Lacking
Posted: Sat Jul 09, 2005 12:01 am
by mmatto
kashius wrote:
- The critical/aimed shot thing is pretty nice, I hadn't noticed any such effects. I still wish there was a way to up your critical rate. Would give dagger users (Like I'm desperately trying to be) a prayer of survival.
Yep, improve critical would be essential.
kashius wrote:
On daggers...Is there a way to be an effective dagger user for both PvE and PvP (Against non dagger users). It might be my weapons, might be my actions...but I get whipped. By mobs mostly, but other players can give it to me pretty solid most times. Any help is appreciated as I'm stil getting a feel for it.
Daggers can do well against magic users because they can dirsrupt spell with each hit. I have seen daggers effective against mobs only with affliction magician who stuns mobs.
Re: Melee Creativity Lacking
Posted: Sat Jul 09, 2005 12:51 am
by rushin
the thing i don't understand about dagger's is there is no advantage to using them whatsoever. I thought for a while that having 60hpm compared to a 2h 30 was a good thing, but really it's not. All it means is that over a given period of time u will eat twice the hp and stam credits compared to a 2h and do a fraction of the damage per hit... And yes against a mage u might interrupt a few casts, but doing 150dmg or so per hit compared to a mage's 1500+ isn't gonna win the fight.
why? what? etc?
well, they are nice to duel with i guess
oh and don't let me put u off being a dagger fighter. I duel wield dagger + sword which at least allows me to kill things occasionaly, and i have a lot of fun with it -)
Re: Melee Creativity Lacking
Posted: Sat Jul 09, 2005 2:24 am
by kashius
Hi all.
No worries, Rushin. You won't put me off from using daggers...especially since I'm using your daggers. Nice and golden. The sword + dagger thing is much better damage wise, but I find myself having more fun trying to figure out how to succeed with daggers. Although I've died some pretty horrible deaths, I am having fun...and that's what matters. Until they up critical chance somehow I'll just have to switch to Sword + Dagger if I'm in a big group, so not to endanger party mates.
Take it easy all.
-Kash-
Re: Melee Creativity Lacking
Posted: Sat Jul 09, 2005 3:40 am
by iwojimmy
simple suggestion for CC .. dagger fighting.. allow the +hit rate stanza from ranged to be used with CC, to really suck down some stamina
as a slightly more extravagant option, allow BOTH ignore armour and bleeding for daggers, to simulate the ability of small blades to find gaps in armour, and target the enemies vitals
2 times not-much-damage is still not-much-damage, so I doubt it will break the game balance, but it will make knife fighters feel happy and loved.. and the immense stamina drain may even encourage the use of ..Feinting (horror!! )