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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Melee weapon ranges
Asgerr
Member, Alpha Two
The idea and question is fairly simple.
Should different weapons have different effective ranges?
In my eyes a spear should allow you to hit someone from farther away than a longsword, and a longsword should be able to hit from further away than a dagger.
This would be opposed to the typical RPG thing were you can stand a few meters from the enemy and hit them, even if the animation doesn't look like it's hitting.
This could be balance out in terms of damage and attack speed of course. This would also give players quite different playstyles depending on the equipped weapon. A spear wielder would actively try to stay at range, whilst a dagger user might need to use his skills to rush in and close the gap.
Weapons would then need weapon skills which actively promote said styles. For instance a spear could have the classic D&D Sentinel feat where they can stop someone from moving when hit on a reaction. In the MMO case, he could apply a stun at the maximum range of the weapon, giving a short window to retreat a little bit.
What are your thoughts on the matter? Would this be too hard to balance out? Would it affect the visual aspect of weapons? (wherein a certain weapon looking bigger would actually grant a wider range)
Should different weapons have different effective ranges?
In my eyes a spear should allow you to hit someone from farther away than a longsword, and a longsword should be able to hit from further away than a dagger.
This would be opposed to the typical RPG thing were you can stand a few meters from the enemy and hit them, even if the animation doesn't look like it's hitting.
This could be balance out in terms of damage and attack speed of course. This would also give players quite different playstyles depending on the equipped weapon. A spear wielder would actively try to stay at range, whilst a dagger user might need to use his skills to rush in and close the gap.
Weapons would then need weapon skills which actively promote said styles. For instance a spear could have the classic D&D Sentinel feat where they can stop someone from moving when hit on a reaction. In the MMO case, he could apply a stun at the maximum range of the weapon, giving a short window to retreat a little bit.
What are your thoughts on the matter? Would this be too hard to balance out? Would it affect the visual aspect of weapons? (wherein a certain weapon looking bigger would actually grant a wider range)
2
Comments
Founder and Guild Leader of -Providence-
I hope Strength affects speed and effective animation, and Agility comes into effect whenever the Strength requirements are met, with a combo of Strength/Agility required to push the speed of heavier weapons. Some sort of ratio.
Edit:
strength<>agility ratio, scaling, [and requirements] can be different for pre-swing, mid swing, and post-swing with different moves also having different requirements, ratios and scaling. It should just mirror what's realistic.
Balance Tuning is POST-DESIGN; POLISH.
Simply giving Rogues more use outside of Combat allows for less power in-combat, for instance. Having small threats all around the Node that requires more Rangers (due to high stamina and decent Agility?) means their use fits the Classic Ranger Role of 'Forest Warden' or whatnot rather than "WE RAIDIN' BOYS".
Also the random 30 ft dashes shown in the Melee showcase will definitely affect travel time, tactics, be devestating to any nuance in action combat, make 'Aimed' abilities awefully underpowered, and affect Ranger archetypes in all likelihood.
Probably turn the game into Tab or Lose.
This is essential Weapon/ Combat design.
I like your idea
If the combat was slower I'd be in favor of it, but we've seen a 5-frame reposition with only 30f of animation in total, and at that point while it would be fun, you're pushing on the network solutions really hard.
64 ms at least. minus latency, basically.
Latency spoofing frequently informally tested in ways, packaged in ways that change monthly or so and gets people banned.