Little tweak requests.

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weems
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Little tweak requests.

Post by weems »

There are a few things I'd like to list here that I feel would definetly benefit the game, with no real downsides.

First would be a general retweaking of the crafted weapons. For example, swords and axes. They are the same exact thing in every way except the axes do more damage. I'm not sure if this was initially intended.

This could be fixed by increasing the damage of swords, or decreasing the damage of axes, or increasing the speed of axes, or decreasing the speed of swords. I also think this same problem might exist between maces and hammers, but I have not checked in a long time. Just a general look over on the crafted weapons might be a good idea.


The other thing is buffing up Rangers. We can all agree that they are on the weak side, and I see no arguement against making them as useful as the other classes. I'll propose what many people have already proposed: 99% bows and multishot.

If you feel weird giving them multishot but not taking anything away, you could probably take multistrike away from them and nobody would complain. The multishot would just function to give then numerous shots at once, say three, for a discount price in both time and balance (lets say two shots worth.) The realism argument that has been brought up before I don't really think applies, because multistrike and spin are equally unrealistic, and already exist in the game.
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Gilgolad
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Post by Gilgolad »

All makes sense to me. Good ideas! :D

Might i also suggest though that something be done about all the other weapons that no one uses cause they suck too? Whips, slings, and spears could use some tweaking so they'd become more popular. What should happen is that each weapon should fall under one of the three categories of damage: Blunt, Slashing, and Peircing. Then, make all the weapons in each category equally effective at what they're supposed to do, and distribute weapons skills as is apporopriate for the class. This way all the weapons will be used, and avatar chars can use their favorites.
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Isabelle
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Post by Isabelle »

i would have no problem with multishot

IF

it is limited to guns and maybe slings, and catapults

but no on the crossbows and no on the bows
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Kiasyn
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Post by Kiasyn »

There are no guns in DL.
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Post by Zeraphin »

DIDN"T YOUR SEE RETURN OF THE KING?

Legolas has multishot!
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Post by Dourht »

I would say multishot on bows and slings would be good, have you ever shot more than one arrow?

Not very accurate but very cool nonetheless.
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Post by Kiasyn »

How about multishot loses its accuracy the further away from the target you are.
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Gilgolad
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Post by Gilgolad »

Isabelle wrote:it is limited to guns and maybe slings, and catapults
Dude, what MUD are you playing? :shock: :?: :!:

And crossbows i'd agree on, you cant load more than one bolt into one, but with bows i could see it happen. That's the whole point behind multishot: SO YOU CAN USE IT WITH BOWS.

Aw hell, if you're so against firing more than one shot at a time, then lets change the skill from MULTISHOT to RAPID FIRE. Fire lots of separate shots in very quick succession.

There. We dance, we kiss, we shmooze, we all go home happy. Whaddaya say?
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Post by Isabelle »

perhaps when i said guns, and catapults, i meant... maybe we could put them in :)

guns would of course be notorious for critcally failing a roll, and blowing up in ones face, BUT, it would give you the cool ability to multishot :)

(and they would be as oldschool as possible, no scopes or lasers :))

flintlock, manual loading

catapults would be for pvp use, - and would require the use of several people to channel (oldschool ritual resurrect idea) to be used when guarding strongholds, and citie... oops, nm, said too much
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Post by voska »

DL IS A FANTASY GAME, THEREFORE Y NOT HAVE FANTASY TYPE SKILLS. NUFF SAID.
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Post by weems »

Multishot is just as realistic as spin. Period.

There are no balance problems with it, either. The inherent game mechanics always allow for, all other things being equal, somebody to advance faster than they could retreat.

Mobiles often lack speed (not the distance per advance speed, but speed as in haste, vigiliance, time flux, etc), but this weakness does not make multishot any stronger, especially if you add multishot to the leg queue (meaning that you would not be able to retreat and multishot at the same time, so that even a slow mobile could catch up to you, or have a fair shot at it, as long as it was large enough.) This can be justified because you need to use your feet for purchase as you make a shot.


I do not agree with making your accuracy go down with distance, that should be a part of bows anyway, and not something inherent to multishot.
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Post by weems »

Isabelle wrote:to be used when guarding strongholds, and citie... oops, nm, said too much
And yeah, we already know about this. Celeborn wants to kill the whole hiding in citadels thing as pvp characters. Woot!
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Post by Gilgolad »

since when did a gun, even an old flintlock, multishoot??
filled with buckshot maybe but that's still only one shot, all the little BB's are only strong when enough of them hit you.

Again, lets change the idea to Rapid Fire and be done with it.
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Post by weems »

Gilgolad wrote:since when did a gun, even an old flintlock, multishoot??
filled with buckshot maybe but that's still only one shot, all the little BB's are only strong when enough of them hit you.

Again, lets change the idea to Rapid Fire and be done with it.
Its the same exact thing. Since when can a guy multistrike with one sword? Yet my rogue does it all the time! Having abilities with similiar names is less confusing, and the realistic impossibility of it is downcasted by spin, multistrike, and MAGIC already existing.
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Post by Thremp »

Good ideas.
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Post by weems »

Another little tweak request:

Offensive wood criticals, IE bows and crossbows. The wood never goes beyond x2, unless you ironwood it. Shouldn't different woods give different crits for weapons?
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