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crannog

Weapons / Armour Improvements

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Just an idea, because what the game needs is more items.

 

My idea is to use existing weapons/armour and have lots more stuff available to the player, with the minimum of coding time.

 

The main point of my idea is to have +1 / +2 / +3 items

 

Certain weapons and armours could have + 1, 2 or 3 which can add bonus attributes

 

For example: (green is original attributes, Red is new)

 

Iron Helm +2

Attributes: +2 defence

Attributes: +3 defence, +1 armour

 

 

Two Edged Steel Sword +1

Attributes: 9-11 damage, +2 defense, +1 accuracy, +1 critical hit

Attributes: 11-15 damage, +2 defense, +1 accuracy, +1 critical hit

 

Two Edged Steel Sword +3

Attributes: 9-11 damage, +2 defense, +1 accuracy, +1 critical hit

Attributes: 11-15 damage, +3 defense, +2 accuracy, +1 critical hit

 

The list goes on and on and on :P

 

obviously just a quick thought of mine, but he possibilities are there :(

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Barehands fight must to be penalized.

Not real (and ridiculous) to fight, without a sword, monsters with club or sword.

Barehands penalize economy too: the swords price is low... ever more low.

Ridiculous.

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I like Crannog idea very much. It would enrich EL. I hope there is something what could be do with it.

You're absolutely right Blodoks. On the other hand it's ridiculous that best way to improve your attack skill is fightin barehanded.

~van

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if you want to see less barehanded fights then one have to find a way to give xp outside of the pr hit way that is used right now. one way is to give a bonus of some sort based on the damage done so that if you do massive overkill then you get more xp or something...

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Things like this have been discussed in detail by the devs and falls under the category of 'unique items'. One of the big stumbling blocks has been how storage and bags are handled (more storage then bags) as well as trade screens. For example, a +1 S2E would take up another of your 100 storage slots, but would still have exactly the same image during trade.

 

Work is being to to make it easier to do things like this.

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Yeap, that's what I meant. I agree with you that attack xp should be modified with kind of weapon points. It couls be joined with Shivar's idea (other thread somewhere here) of making posibility of using sword/axe/hammer depandable on attack level (not only nexus).

I think it's obvious that using higher level weapons/armors needs special training with it and higher skills' levels. And it would open way to give more xp for fighting armed.

I'm not sure, though, if it wouldn't mean huge changes in code - I hope someone who knows anything about that will read that thread and answer our questions.

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How about splitting out specialist weapon skills, additive to the base attack/defense level?

 

There could be specialist skills either for each individual weapon type (including special weapons, "Flaming Tongue of Zog" swords etc), or for weapon classes (all Swords, all Axes). An for unarmed combat of course :)

 

Specialist skills would have to be enabled by (and/or):

  • Reading rare books.
  • Spending pick points to activate (probably the best option).
  • Requiring high human nexus.

(I think that spending pick points alone would be sufficient. Weapon usage already requires human nexus, so that is covered, and the book option doesn't really fit with their existing application)

 

An implimentation would be:

  • Attack level is the sum of the base attack level plus the specialist level for the weapon, if available.
  • If using a weapon without the specialist skill, xp goes to base attack.
  • If using a weapon with the appropriate specialist skill, xp goes to specialist skill.

To balance the increased effective attack levels of higher characters, a similar specialisation for defense would be needed. I believe that the effective A/D values would tend towards double their current values for fully developed characters.

 

Client skill list could indent specialist skills appropriates:

 

   Attack            10    12345/23456
    + Iron Sword      5     1234/ 2345
    + Wooden Hammer   3      123/  234
   Defense           10    12345/23456
    + Steel Shield    8     2345/ 3456

 

So, this character armed with an Iron Sword and Steel Shield would have an effective A/D of 15/18.

 

In fact, specialist skills could be extended to other "professions" as a general approach (and to balance out the fighter-centric-ness).

 

 

Personally, I have nothing against low-level characters being able to use high grade equipment (assuming they have the nexus). How they aquired these expensive items is their good fortune -- for example, inheritance is quite valid (the young son-and-heir of a rich noble wouldn't start with just a tunic would they?!). And letting players buy ($£) items to equip characters should be a source of revenue for EL.

Edited by trollson

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Guest skaar

sounds great, but how to get/make such weapons and armors ?

 

maybe embedding magic stones which crafters get while polishing gems ? :) this would make crafting profitable :) ,

 

or u thought about a blessing from NPC on modable weapons ?

 

or like modable weapons as a big chance while manu ?

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Things like this have been discussed in detail by the devs and falls under the category of 'unique items'. One of the big stumbling blocks has been how storage and bags are handled (more storage then bags) as well as trade screens. For example, a +1 S2E would take up another of your 100 storage slots, but would still have exactly the same image during trade.

 

Work is being to to make it easier to do things like this.

162489[/snapback]

 

im guessing that the new storage interface is a big part of that work :)

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sounds great, but how to get/make such weapons and armors ?

 

maybe embedding magic stones which crafters get while polishing gems ?  :) this would make crafting profitable :) ,

 

or u thought about a blessing from NPC on modable weapons ?

 

or like modable weapons as a big chance while manu ?

162563[/snapback]

 

 

Personaly i like the idea that they are random - both in monster drops and when manufacturing, but rare (but not as rare as modable weapons - these are VERY rare - i am #1 manu and made lots of swords and NEVER had a modable one yet)

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184688serpzz.PNG

Maby something like this in the trade window

 

and i also think if something is degraded it should show on the picture, maby a Little colored dot in the corner.

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Maby something like this in the trade window

and i also think if something is degraded it should show on the picture, maby a Little colored dot in the corner.

162579[/snapback]

 

It would help a lot. Now there is, ofc, way of checkin what are you buying, but it would make things a lot easier.

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Guest skaar
Personaly i like the idea that they are random - both in monster drops and when manufacturing, but rare (but not as rare as modable weapons - these are VERY rare - i am #1 manu and made lots of swords and NEVER had a modable one yet)

162576[/snapback]

 

hmm, i dont wanna have that items as monster drops cause fighters profits more than all other players from their invested time (capes, books, money,...) , so i would prefer them as rare items while manufacturing.

 

Maby something like this in the trade window

 

and i also think if something is degraded it should show on the picture, maby a Little colored dot in the corner.

 

nice pics - in that way they could look like, and the idea of the color for degraded stuff is good, should be implemented.

Edited by heretic3kand1

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the less finished goods a fighter gets for his own use while fighting the more use one have for the people that create goods in the game...

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