It's a tough world out there.

Talk about Neversummer 4 with your fellow players.
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Bargeld
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Re: It's a tough world out there.

Post by Bargeld »

Uniques will get reverted.
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Korr
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Re: It's a tough world out there.

Post by Korr »

Yes and Yes... Everything would be reverted to "standard". Might make problems for members of a guild with locked in items
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Rufio
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Re: It's a tough world out there.

Post by Rufio »

That would totally mess up crafted gear :(
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weasel423
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Re: It's a tough world out there.

Post by weasel423 »

Rufio wrote:That would totally mess up crafted gear :(
How so?
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Tsavong
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Re: It's a tough world out there.

Post by Tsavong »

Because you upgrade level 20 crafted items to level 30. I believe the anvil in ave will reset them to the base level 20 item.
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Rufio
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Re: It's a tough world out there.

Post by Rufio »

exactly. If you put them on the anvil, they automatically revert to level 20, and not only that, they cannot be upgraded once they have been put on the anvil because it no longer recognizes the crafter as the one that originally crafted it
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Korr
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Re: It's a tough world out there.

Post by Korr »

If theyre going to do this, I would assume they wouldnt just lock stock the load script (if they even do it that way) with the anvil recipe. I wouldnt think it to be that hard to check for upgraded crafted items.
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Carejo
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Re: It's a tough world out there.

Post by Carejo »

Korr wrote:For example its ridiculous to think that full plated armor would have any piercing resistance/immunity because thats really the only way to get damage through (stick a knife in the open spots).
As far as that goes, you are entirely correct. But bludgeoning damage is more damaging in a sustainable way. The way they did it was to dismount the knight and then stab under his plate. But in a toe to toe fight, a hammer is much more deadly. The reason being, if you dent plate, it stays dented. He loses his ability to breath, and many men in the short period that full plate was popular died for just that reason.

Other armor resistances are logically deduced. Chain is notoriously resistance to slash, but picked apart with a stiletto. Scale armor is resistant to bludgeon damage, because the force of the impact is delivered across overlapping scales that distribute that force over a much larger area.

On the whole, a club or something of that sort is more likely than the other two to do traumatic damage. Swords work naturally in a slashing or drawing motion, while knives and the like focus a lot of force on a very small area in an attempt to puncture. When you use force to deliver a blow, like with a mace or even an axe.. which is slashing.. the force goes through armor.

Kind of like if you're wearing a bulletproof vest, and you get shot, you still get a giant bruise. You can stop the bullet actually entering, but you can't stop the force of it's impact. Now imagine getting hit full-force in the chest with a heavy flail. Sure, the spikes maybe don't pierce through your armor. But now you've got a broken rib-cage and your lungs are filling with blood.

The way I've always handled damage types and resistances on a few projects I've worked on, is sort of a balance. Slash and Pierce have a few armors that they're highly good against, but they each have a few that they're horrible against. Bludgeon is mediocre against a lot of stuff, good against one (Plate), and horrible against one (Scale).

Just wanting to chip in. =)

Amoenotep
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Re: It's a tough world out there.

Post by Amoenotep »

all in all though..that much detail to how damage and resistance is handled will probably be too much ;)
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Chernobyl_Glow
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Re: It's a tough world out there.

Post by Chernobyl_Glow »

i think i agree with ajantis. i think this is only really broken against an idealist's view. could the armor/weapon/gear/spell systems be better? sure. but not much better. its not horribly broken. and regardless of whether you like it or not, its pretty balanced and i think that is worth more than perfection.

so the prososal is a ton of debate, work and effort in order to make something perfect which is already 'pretty darn good'. hence little gain for a lot of work.

in any case, if we're talking about doing this then it probably should involved a wipe. (as much as i hate that thought).

i'm ok with it as is. my characters have no issues dripping blood with the gear they are currently wearing.

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frogofpeace
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Re: It's a tough world out there.

Post by frogofpeace »

It would be nice if there was some incentive for wearing heavy/medium/light armors vs. going straight robes (DR vs. AC balance seems a simple and effective way to go; sure maybe scale is better than plate for bludge damage IRL, but I'd guess plate is better than skin; I think I'm going to talk to my crafter about building in energy-absorbing crumple zones). Otherwise, I also agree, the current system isn't so bad. Be interesting where the discussion goes.
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Amoenotep
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Re: It's a tough world out there.

Post by Amoenotep »

this discussion is going somewhere maybe...perhaps it needs its own thread ;)
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alasteir
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Re: It's a tough world out there.

Post by alasteir »

I agree with Frog and Glow...

The current system is pretty good, although there are more than a few interesting ideas posted here. I for one, would not be fond of a server wipe, if that is what was required.

LinuxPup
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Re: It's a tough world out there.

Post by LinuxPup »

A server wipe wouldn't be required.... I can adjust the gear on-the-fly via script.
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Tal
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Re: It's a tough world out there.

Post by Tal »

LinuxPup wrote:A server wipe wouldn't be required.... I can adjust the gear on-the-fly via script.
Bu server wipes are so much fun. :mrgreen:
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