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#119704 07/10/03 08:34 PM
Joined: Mar 2003
Location: T.O., Canada
phoenen Offline OP
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Location: T.O., Canada
I would like to see that the usage of a weapon effect the strength of the hit.

For example, if there is a weapon that had a durability of say 40.

0-9 uses: No effect
10-19 uses: 1-3 less damage
20-29 uses: 4-6 less damage
30-39 uses: 7-10 less damage

I suggest this becuase I hate it when you have to repair the weapon and the weapon does the same damage as it had only 1 durability left. I think there should be a penalty for not using, but for not repairing it often enough.

Just my little idea

Later phoenen


DD, game of a thousand quests. DOH!
#119705 07/10/03 09:18 PM
Joined: Mar 2003
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I don't know... There's this thing about being cut with a blunt, rusty knife (or sword, or axe...) - it might not slice as easily but it's still effective <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />


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#119706 08/10/03 02:46 AM
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That's not a bad idea. The only problem is that it might start making the game too complicated. How would you apply this to armour? And would you apply it to health as well?

#119707 08/10/03 02:58 AM
Joined: Jun 2003
Location: malaysia
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it'll bring more math to the game & before we know it, it's another D&D monster-sized rules clone. i rather have better implementation on RPG elements such as dialogues than having too much emphasis on combat.



......a gift from LaFille......
#119708 08/10/03 03:22 AM
Joined: Mar 2003
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I don't mind a bit of math if it's hidden. It doesn't have to be announced anywhere, just state in the manual that "As a item's durability decreases, it becomes less effective." The Durability text can change from white to yellow to red to signify this.

I always get bugged when they give you numbers that make no obvious sense, like Offence, Defence and Armour. What the hell do they mean? There's no obvious maths behind any of them except that higher is better. Diablo had the worst description of Offence. I had a 125% Chance to Hit, yet missed two-thirds of the time because of their Armour.

#119709 08/10/03 03:30 AM
Joined: Mar 2003
Location: Canada
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Actually, this would not be too hard to implement. The chance of armour taking damage when hit, and the amount of the damage, could be partially dependent on the durability of the armour. Damage taken could also depend on your health (slapping someone on the back would do more damage to a person with a broken rib than a healthy person).

The 'problem' would be in adding a few more variables that would need to be balanced (to be somewhat realistic, but not to the detriment of game play). It would have to be something noticeable, where you can tell your equipment is not performing as well, but not enough to have you teleporting back to town every 10 minutes for repairs, etc.

#119710 08/10/03 06:41 AM
Joined: Mar 2003
Location: Belgium
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I like the idea but I think it won't be sth for <img src="/ubbthreads/images/graemlins/riftrunner.gif" alt="" /> although we really still don't know a lot about the game now do we


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