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Thoughts on Realistic Mechanics?

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    Gothix said:
    I'm completely against limiting the ammo.

    It would affect only archers, who would be severely disadvantaged due to game not having fast travel (replenishing the ammo would take a loads of your time).

    Just... no.


    - Will magic casters be limited with consumable talismans which expire as they cast their spells?

    - Will tanks warriors and rogues be limited by needing to carry sharpening stones to re-sharp their melee weapons all the time or their weapons become unusable?

    - Will clerics be limited by needing to consume holy talismans to cast their heals, and when they are out they can't heal no more?

    - Will bards be limited by needing to carry extra strings for their instrument, which would keep breaking after playing for a while?

    - ...


    Why would you only limit the archers?

    Not to mention its very annoying to think about ammo all the time.
    Might be a decent trade off if you think about all the mana / health pots melee and pure casters might have to use. Or how about the extra durability loss and repair costs on melee as they tend to take the brunt of fights given that item repair is supposed to be a big deal in Ashes? I don't have a problem with requiring each class to consume reagents and the such for certain abilities.
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    ArchivedUserArchivedUser Guest
    edited October 2017
    I know it's not a mechanism as such, but for realism, I hope that cities feel full of people rather than empty, a la swtor. And roaming vendors?


    As to arrows, Is there not some sort of archer compromise? Ie: unlimited 'basic' arrows, but huuuge bundles of light weight 'specialised' arrows that you have to keep inventoried?
    So yea you'd have to be aware of numbers and fetch them, but making them light weight and high number should help to make the restock trips less frequent so they can be relatively easily adjusted for?

    Different arrow heads for different jobs, but a limit on the total amount of different types you can carry due to 'size' constraints rather than weight?


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    ArchivedUserArchivedUser Guest
    edited October 2017
    Hatred said:

    Might be a decent trade off if you think about all the mana ...

    If mana will never self regenerate (even out of combat, or offline) and casters will NEED mana pots to even be able to cast, then sure. Only in that case mana pots could be considered equivalent to ammo.

    About warrior needing health pots.... you think rangers don't need them? You think rangers gonna have enough CC to perma stun lock / kite mobs? Not likely, not in Ashes... so rangers are sure gonna need health pots as well. Also there are ranged mobs you know, so being a ranged or melee makes no difference.


    To make it simple, either ALL classes have their attacks limited by some equivalent of ammo, or no class has.
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    For every item in your bag, let the Character model change slightly in appearance - visually showing the item is there

    ( I.e. Character Visuals = Inventory )


    Combat Collision 
    • such as Sword-on-sword contact , Magic attacks clashing and making some Explosion/ Water-pulses, Wind-Typhoons / etc ... 

    These were my first thoughts
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    Megs said:
    I hope that cities feel full of people rather than empty
    Exactly, this. this should so happen. No empty dead cities unless it's for the context of story.

    like I hate in Sims
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