On Combat

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    • #5298
      Umajianu
      Member

      When it comes to combat a few ideas come to mind:

      Proficiency:
      Every weapon type you can equip has a different amount of proficiency to it. What this means is that if you use a sword repeatedly, you get better with using swords. Not that sword in particular, nothing changes about that sword’s stats: you change.

      This could come in the form of faster swings, harder hits, or giving effects to your targets, such as bleeding. Also applies to daggers.

      In terms of bows/crossbows this would increase range, damage, and reduce draw time.

      In terms of axes and hammers, same as swords, but with hammers could cause crippling damage rather than bleeding damage.

      In terms of spells, increased damage and reduced cast time. Depending on the spell, stronger heals and/or increased range. Maybe a single target becomes an AoE?

      Staffs would increase all spell abilities the same way spells might become more proficient. Maybe faster mana (Not sure if this is what spell might run off of) regeneration.

      Armor proficiencies would allow you to move faster, carry more, let less damage through, and improve how long armor lasts.

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      On an unrelated note: Sneaking.

      I believe sneaking should level just like armor/weapons: The more you sneak around aware things, the better you get. PvP-wise, this can be done in tiers of character opacity. The better you are at sneaking, the less opaque you become, eventually becoming absolutely transparent. In terms of PvE, this just means mobs’ awareness of you decreases in the same tier fashion.

      To counter this, every time a player scores a hit on a sneaking mob or other player, they increase their awareness in tiers, making those sneaking mobs and players become a tier less in sneak for every tier of awareness, eventually making those hidden mobs/players entirely apparent.

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      Hunting

      The more you kill of something, the better you are at it. Same as the proficiencies, this means increased damage to said creatures and decreased damage taken.

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      Use it or lose it

      Perhaps this idea is a little farfetched, but I like the idea of you use it or you lose it. This can happen in one of two ways:

      1. Your proficiencies have timers: after a set amount of time of non-use, your proficiencies lose experience and go down to lower tiers. Higher tiers take much longer to decrease than lower tiers. Think of it like this: the lower tiers and beginners luck, the higher tiers are ingrained memories that take time to be forgotten.

      2. Max point system. You can only become so good in a number of things. Say you max out daggers and sneaking, now you want to use swords and shields. As you become more proficient, at a certain level the exp in daggers and sneaking go to swords and shields. Whichever was used latest is what gets pulled from first.

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      Enchanting and Poisons/Salves

      All items that can be equipped should be able to be enchanted or have poisons/salves applied to them. This can come in the form of increased attributes or damage dealt/damage taken reduced. Salves and poisons would last for a set amount of time, enchantments would be harder to obtain and permanent.

      • This topic was modified 9 years, 11 months ago by Umajianu.
    • #5302
      Umajianu
      Member

      Also, a feature I would love to see, first mentioned I believe by Rukio, would be for the ability to grapple people/mobs to you.

    • #5327
      Kuma
      Member

      I could cope with the idea of slowly loosing my skills with time if I don’t use them (maybe just in your online time?) but I’m strictly against a lvl cap of any sort like you can only get so good with various weapons until the points of one weapon go to another.

      • #5384
        Umajianu
        Member

        I agree, I personally believe in the ability to master everything if you put the time into it. However, I just think it would be more immersive if you lost proficiency after not having done something for a long time. (Game time btw, out of game time would be tedious, especially if you were taking a break from the game.)

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