Gunsmithy Skill

Forum for suggesting changes to Salem.

Re: Gunsmithy Skill

Postby Dallane » Wed Nov 07, 2012 11:37 am

Potjeh wrote:Alternatively, equipment should take a like 5 seconds to attune after being equipped before it can be used in combat. This would also serve to stop gear juggling when clothing becomes relevant in combat. Otherwise people will be using macros like crazy.


This is def a great idea.
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Re: Gunsmithy Skill

Postby anox » Wed Nov 07, 2012 3:57 pm

The following bit of video is somewhat relevant to this conversation, as it not only shows the sort of damage those guns could produce, but it also gives a clue on their relative ease of use -- all quite debatable.

(and yes, although the title refers to crossbows, the video also features a musket)

http://tinyurl.com/bramx8v
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Re: Gunsmithy Skill

Postby colesie » Wed Nov 07, 2012 8:41 pm

anox wrote:The following bit of video is somewhat relevant to this conversation, as it not only shows the sort of damage those guns could produce, but it also gives a clue on their relative ease of use -- all quite debatable.

(and yes, although the title refers to crossbows, the video also features a musket)

http://tinyurl.com/bramx8v

Lmao the guy shoots a watermelon with a gun and when it blows up he's amazed
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Re: Gunsmithy Skill

Postby Ihmhi » Sun Nov 11, 2012 7:14 pm

Sevenless wrote:Either way, I'd rather they never be dps or it'll take the entire point out of an intricate melee system.

...what?

That's like saying no one uses melee ever in WoW because there's bows and guns in the game.

They're distinct things with different strengths and weaknesses.

Sevenless wrote:But if they're supporting the fight, they'll have a place in the combat system without being spammed by everyone.


When is this game set? 1500s or so, maybe 1600s? Guns weren't amazingly reliable but they were far from worthless.

Guns need to be a realistically useful item. There's a reason that the tactics for wars in the 1700s/1800s required large groups of men firing volleys - because over long distances, they weren't all that accurate. If a bunch of players want to "spam rifles", as it were, let them. That's the natural solution to missile weapons that aren't perfectly accurate - volley fire.
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Re: Gunsmithy Skill

Postby Sevenless » Sun Nov 11, 2012 7:30 pm

Ihmhi wrote:
Sevenless wrote:Either way, I'd rather they never be dps or it'll take the entire point out of an intricate melee system.

...what?

That's like saying no one uses melee ever in WoW because there's bows and guns in the game.

They're distinct things with different strengths and weaknesses.

Sevenless wrote:But if they're supporting the fight, they'll have a place in the combat system without being spammed by everyone.


When is this game set? 1500s or so, maybe 1600s? Guns weren't amazingly reliable but they were far from worthless.

Guns need to be a realistically useful item. There's a reason that the tactics for wars in the 1700s/1800s required large groups of men firing volleys - because over long distances, they weren't all that accurate. If a bunch of players want to "spam rifles", as it were, let them. That's the natural solution to missile weapons that aren't perfectly accurate - volley fire.


Salem witch trials were early 1700s

As for combat: Remember reality makes a ****** video game. Just because something's realistic doesn't mean it's fun or a good thing to have in the game. Making it advantageous to spam blobs of players with rifles that has very little in the way of personal skill is a mismatched combat style for Salem's gameplay type. Death would be quite random (as in real life back then) and with this game being permadeath that's a pretty eh situation to have.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Gunsmithy Skill

Postby Torquemada » Mon Nov 12, 2012 4:24 pm

Keep in mind if I am correct this game is set around or very close to 1692 before the revolutionary war. (http://4.bp.blogspot.com/-cyBt1nFaLiI/U ... r_full.jpg) this is a pix of a 1692 Flint lock rifle, also know later as the Kentucky long rifle, and they were accurate in the right hands.
Any one here can dig up the information about these rifles and how accurate they were, being a avid gun collector, these rifles from that time period were not only works of art, but in some cases your only source to feed your family, AND yes there are some videos on YOUTUBE of guys using this very rifle to down a bear in 1 shot from about 500 ft away.
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Re: Gunsmithy Skill

Postby Droj » Mon Nov 12, 2012 5:55 pm

Will they be able to shoot over stone hedges and split-rail fencing?
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Re: Gunsmithy Skill

Postby Sevenless » Mon Nov 12, 2012 11:27 pm

Droj wrote:Will they be able to shoot over stone hedges and split-rail fencing?


I hope not. That would hit the hermits and noobs right where it hurts the most. If the cheapest walls don't block shots, it'll force them to go all or nothing for bigger walls.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.
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Re: Gunsmithy Skill

Postby Elcohen » Tue Nov 13, 2012 8:41 am

Another way to balance the guns is to add hit probability and make it depend on distance to target and a relevant proficiency ...
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