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PvP game design
#4
Truthfully I think D&D Rules do more justice to RPG fighting.

Inventory weight and stamina

STRENGTH: How much weight you can hold/lift/move, inventory adds weight
STAMINA: How much are you currently holding compared to your maximum? THe closer you are the faster you lose stamina
DEXERITY: How accurate your attacks, lower stamina = less accurate

The truth of the matter is, someone in full plate shouldnt really have much to worry about some peasant with knives. However when there are 5 peasants, thats when you need to start to worry.

The entire DPS class archetype in the RPG games is shit. Someone with knives would stand little if any chance to an armored oponent unless they wore them out. They pick their battles because armored opponents cannot chase them.

THey need more 'all or nothing' dmg where I take no dmg but lose a tiny big of durability on my armor if I get hit. The lower the durability the higher the chance something catasphrophic might happen.

Armor isnt going to reduce the dmg a 'uber knife' does by 50%, its going to reduce it by 99% unless you hit them in the right spot, then its going to do ALOT of dmg.

Slash
Hack - weapons generally slashing in nature but with enough weight/mass behind them to do bludgeon crushing dmg as well
Blungeon
Pierce

So if a guild rolls in mounted in full plate, guess what, you need to be more mobile and kite them or your going to be dead.

If you are rolling into an enemy guilds terrority by yourself, probably wanna be wearing some armor incase you get jumped, you can fend them off long enough to get help.

Warhammer did a decent job of making true tanks able to take/deflect/nullify dmg...they just do too much dmg in return.
[should not have shot the dolphin]
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