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Author Topic:  material_quality on throwing weapons  (Read 34 times)

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Dolfo

« on: 23, November 2021, 20:21:11 »
you define in treasure list
    material_quality 80
    material_range 9
this is nonsense ;-P
or better the millions of different throwing weapons and munition types is a mess and makes the item management for player and server unnecessarily complicated.

i remember you had anchored special material names, looks like you anchored this differents material names to  material_range?

I know you make trapdamage also to player items. if this damage hit's stacked materials, it's go to con of all stacked items?

clean your logic, make it simpler to handle and to understand.

1. throwing weapons or munition items vanish if you use it. i remember the days, when we collect our arrows and throwing weapons each time we used it.
2. if they vanish, they don't need that complexity of quality system.
3. "simplest logic" : if 100 arrows stacks and get a damage of 33, 33 arrows are gone.
4. "complexer logic": if 100 arrows stacks and get damage of 33, x arrows are gone equal to there material
i mean if the damage goes to wood arrows, more arrows broke, if it goes to steel arrows, lesser arrows broke.

i don't know, if you handle each unique item in a stack, when trap damage is inflicted or is the damage inflicted to the whole stack?

i would go first for a very low material_quality on throwing weapons and munition and destroy this kind of items with the stack count instead of the stack material

of course more enhanced is a handle each item in stack and pull it out of the stack with a unique con, but don't know if game needs this complecity for items vanishing when used.

i personaly would destroy x items in stack where x=inflicted damage/material_quality
and then wood arrows have material_quality 1 e.g.
this could be by done by material_qualtity or by material_range

so a self made wood arrow has
    material_quality 1
    material_range 0

or
    material_quality 0
    material_range 1

then it makes sense for a player to manage his arrows and try to get better arrows ...

but not that

    material_quality 80
    material_range 9

on all throwing weapons or munition
Don't believe the shit, you hear in mainstream. Believe your own body. You body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. School medicine don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of you life. School medicine is corrupted by bad humans, like politician, like media.

Dolfo

« Reply #1 on: 24, November 2021, 02:21:51 »
You can also try a simple fix here and remove all the throwing weapons and munition by making their drop chances zero.

More game logic would be also to sell first the bad quality munition in beginner areas and have better shops farer away, also possible could be shops selling magic munition at very dangerous far places. I remember a game where players make business this way. Players who know where the better shops are and with enough level to travel there, have bought stuff there and sold it to other lower players for a little more money.
Don't believe the shit, you hear in mainstream. Believe your own body. You body is speaking always the true to you. But you need to understand your body. Hear to your body, not to your ego. And when body is calling to you: "Hey something is wrong!" find the reason(s) for that. School medicine don't go for that, they don't want to heal you. They want earn money and sell you medicine, you should take rest of you life. School medicine is corrupted by bad humans, like politician, like media.

_people_

« Reply #2 on: 24, November 2021, 21:17:17 »
Overall, item quality/condition is a bit underutilized.

I agree that condition doesn't make too much sense on projectiles - the arrows still in your quiver likely won't be damaged, and if they are it'll be 1 or 2 vice all 1000. The reasoning is that it's the same code that processes q/c for all items. Should be simple enough to simply add an exception for arrows/etc. to either remove a few arrows or just ignore q/c.

As far as other items go, I think they should be spread out more so that upgrading from a pine bow to a birch bow is something players care about. Item quality/condition typically range from 80 to 87 (IIRC) which doesn't give a significant increase in damage unless you're upgrading from lowest quality to highest.

If we instead spread qua/con across, say, 50 to 80 with increments of 5, and reserve 81+ for rare artifacts it would be a more useful mechanic.

I'll try to work on this with the new server.
-- _people_ :)

_people_

« Reply #3 on: 28, November 2021, 03:55:27 »
I've just adjusted the range of item quality across the board (for the new server for now).

Item quality ranges from 40-85, with quality changes being in increments of 3. Overall this will be a nerf to equipment since previously the minimum was 80, but players will be incentivized to find better gear. Higher-quality items will be more rare than lower-quality.

Condition (which is capped by quality) affects weapon damage and armour resistance, and quality determines the maximum number of buffs an item can have (ATM higher quality = less buffs, though I might change this - there's an argument to be made either way).

Additionally, arrows no longer receive damage, but instead some of them will break (how many depends on quality).
-- _people_ :)

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