Special Weapons

Unstructured ideas, requests and suggestions for the development of the game.
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nyktos
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Re: Special Weapons

Post by nyktos » Thu Jul 19, 2018 1:06 am

Voom wrote:
Thu Jul 19, 2018 12:59 am
[...] the closeness of the sprites when combat begins can simply be a representation of combat.
Good point, well said! :mrgreen:
"Embrace the Shadow"

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[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

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rijackson741
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Re: Special Weapons

Post by rijackson741 » Thu Jul 19, 2018 6:15 am

We could add bows at melee range, but that does not make much sense to me. If you want to look at ranged weapons in AT please look at this thread: viewtopic.php?f=6&t=5438. You can even download an apk and play with them! If you do that Be Warned: do not overwrite savegames! They will be incompatible with the release versions of AT!

Are there other weapons or weapon classes we are missing though? I know the answer to that is yes, for example a halberd that has a high attack cost, but gives a significant BC. What else?
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

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nyktos
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Re: Special Weapons

Post by nyktos » Thu Jul 19, 2018 7:09 am

rijackson741 wrote:
Thu Jul 19, 2018 6:15 am
Are there other weapons or weapon classes we are missing though? I know the answer to that is yes, for example a halberd that has a high attack cost, but gives a significant BC. What else?
Whip, Flail, Morning Star, Sword Breaker...

Iron Fan (think Samurai)

Pata (Gauntlet / Sword combo)

Lantern Shield (Swiss Army Knife of Shileds)

Tekko (fist pack) - possibly for Unarmed Fighting)

Brandistock / Buttafuore (1 pt. spear that opens to 3 pts. upon impact)
"Embrace the Shadow"

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[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

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rijackson741
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Re: Special Weapons

Post by rijackson741 » Thu Jul 19, 2018 1:55 pm

The whip, flail, and morning star will all appear in 0.7.2. I've added the others to my list of possibilities (which I will post elsewhere). I don't think the iron fan quire fits with AT though.
Level: 64, XP: 4734786, HP: 196, AC: 246%, AD: 49-59, AP: 3, ECC: 25%, CM: 3, BC: 127%, DR: 2
Gold: 232355 | RoLS: 1, RoL: 1, GoW: 1
HH: 1, CS: 2, IF: 4, Ev: 3, Re: 2, WP:DA: 1, WP:1S: 1, AP:L: 1, FS:DW: 2, S:DW: 1
SR

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nyktos
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Re: Special Weapons

Post by nyktos » Fri Jul 20, 2018 1:00 am

rijackson741 wrote:
Thu Jul 19, 2018 1:55 pm
I don't think the iron fan quire fits with AT though.

I had something (rough maps & a quest-line) on Google Drive before we started using Slack...

An island, far off the only ocean coast on the (theoretical) map.
Hence the mentions of the other eastern weapons...

I will have to put a teaser together. :twisted:

If it gets shot down by the team,
I can transform it into something more conventional. 8-)

(i.e. change my cherry tree into a maple tree) :lol:
"Embrace the Shadow"

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[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

Mark Howard
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Re: Special Weapons

Post by Mark Howard » Thu Jul 26, 2018 1:05 am

You guys are on the right track. You have done a great job. Let's face it: The game has too many swords and daggers. I understand you have to consider the coding and technical aspects of the game mechanics. But don't neglect the fun factor. The fun factor in rgp games aside from the quests is simply finding exciting items that take our minds off our mundane lives! Like bows with fiery arrows, cloaks of invisibility, and things like these.

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nyktos
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Re: Special Weapons

Post by nyktos » Fri Jul 27, 2018 5:01 am

Mark Howard wrote:
Thu Jul 26, 2018 1:05 am
The fun factor in rgp games aside from the quests is simply finding exciting items that take our minds off our mundane lives! Like bows with fiery arrows, cloaks of invisibility, and things like these.
I totally agree! :twisted:

We just have to make sure it fits into the world without feeling "out-of-place".

That being said, the world is getting pretty big...
that means more chances to expand on what we consider "normal/acceptable" for Andor's Trail.

Rest assured - new weapon types are on the way! :shock:
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]

Mark Howard
Posts: 12
Joined: Tue Jul 17, 2018 4:31 pm
android_version: 8.0

Re: Special Weapons

Post by Mark Howard » Sun Aug 12, 2018 2:48 am

One more thing. Fix the Blackwater weapons so they are more usable. After all the grinding you have to go through to get the Blackwater sword and dagger, that curse on them makes them practically worthless.

Mark Howard
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Re: Special Weapons

Post by Mark Howard » Sun Aug 12, 2018 2:49 am

And a big letdown.

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Schmmiiirc
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Re: Special Weapons

Post by Schmmiiirc » Sun Aug 12, 2018 8:18 am

Mark Howard wrote:
Sun Aug 12, 2018 2:48 am
One more thing. Fix the Blackwater weapons so they are more usable. After all the grinding you have to go through to get the Blackwater sword and dagger, that curse on them makes them practically worthless.
I think you've been too hasty, I know I was originally and felt disappointed initially, but use all the BW gear (except the ring, that is useless) and you'll find it's worthwhile in some circumstances, you do lose crits, but they're not necessarily useful everywhere.
See the puppies scatter.

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