Idea for spicing up melee
Posted: Sat Jul 23, 2005 2:26 am
The changes announced here: http://ryzom.com/forum/showthread.php?g ... st&t=16672 seem to do a lot to nerf magic, a little to enhance melee, and almost nothing to make melee interesting and attractive in and of itself.
I've heard that the "Aim" stanzas are almost useless.
Melee seems to be mostly about collecting higher and higher Increase Damage and Accuracy stanzas, making a single one-size-fits-all combat action, and double-clicking.
What if it took actual knowledge and experimentation to fight effectively? Mixing and matching aims, damages, accuracies, bleeds, etc to create a set of actions, each tailored to a specific animal, animal type, and/or stage of combat.
For example, say Bolobi have vulnerable legs. You use a legs aim as your opening action to cripple the Bolobi, then hack at its body until it dies.
Now to add a further complexity: say only certain weapon types are efficient on certain types of animals. Like, piercing would be most efficient for kitins, slashing less, and smashing almost ineffective because of their hard shells. And, to contrast, smashing is most effective with small animals like Yubo.
You'd have to experiment and build different actions for different animals etc.. There would be actual skill and strategy involved in melee fighting.
Elemental magic already has something like this, to some extent. For example, Cold works on kitins but Acid doesn't, and Fear doesn't work on plants.
Also, IRL, if you hit something in the right place hard enough (e.g., the head), it will die instantly. That doesn't happen in Ryzom. You can hack at seemingly vulnerable places for a while and it won't make a very big difference. With the better Aim stanzas I'm talking about, you could kill things a lot quicker if you knew where to hit them, and hit with enough damage.
I've heard that the "Aim" stanzas are almost useless.
Melee seems to be mostly about collecting higher and higher Increase Damage and Accuracy stanzas, making a single one-size-fits-all combat action, and double-clicking.
What if it took actual knowledge and experimentation to fight effectively? Mixing and matching aims, damages, accuracies, bleeds, etc to create a set of actions, each tailored to a specific animal, animal type, and/or stage of combat.
For example, say Bolobi have vulnerable legs. You use a legs aim as your opening action to cripple the Bolobi, then hack at its body until it dies.
Now to add a further complexity: say only certain weapon types are efficient on certain types of animals. Like, piercing would be most efficient for kitins, slashing less, and smashing almost ineffective because of their hard shells. And, to contrast, smashing is most effective with small animals like Yubo.
You'd have to experiment and build different actions for different animals etc.. There would be actual skill and strategy involved in melee fighting.
Elemental magic already has something like this, to some extent. For example, Cold works on kitins but Acid doesn't, and Fear doesn't work on plants.
Also, IRL, if you hit something in the right place hard enough (e.g., the head), it will die instantly. That doesn't happen in Ryzom. You can hack at seemingly vulnerable places for a while and it won't make a very big difference. With the better Aim stanzas I'm talking about, you could kill things a lot quicker if you knew where to hit them, and hit with enough damage.