Humorous and ranged system fixed - profficiencies & more.

Forum for suggesting changes to Salem.

Humorous and ranged system fixed - profficiencies & more.

Postby Leaflin » Sun Jan 13, 2013 1:01 am

Welcome.
I have same thoughts about current humorous system as others - it's all around food. When you're around end game, to get a decent character who's capable of fighting and murdering, you just have to waste few cupboards of the food. You less care about your alt characters and the lose isn't that much even with permadeath.

The question is: how to modify it with the easiliest option (devs still have a lot of work to do). I think that the whole gain from food doesn't have to be changed/reduced because it would do a trouble for beginners too. The thing that has been not employed yet is the proffiencies. For now I'll take a look on 2 of them - cloak and dagger and hunting & gathering.

Part I - meele/unarmed fight.
It's simple. The ratio of damage taken from Yellow Bile, will be now [this amount]*[cloak and dagger].
Hola, hola. Does it mean people will get really more damage, so killing a bear will become easier? Nope. It's only one change in the humorous system - ratio of damage taken from YB to make hits harder will be reduced . Propably divided by thing like 2 or 1,5/1.3. I don't know about formulas so I'll left it for developers.

Now - good will be the result of not only work of farmer (your alt). It will also require some time to gather up curiosities as it should. Now we can see next positive aspect of that - town members will get their proffesions - farmer who want to raise his stats to become a warrior also will have to gather up curiosities. He may not have a time for this as he want to keep up with food production so he'll have to cooperate his works with person who can work as gatherer or buy it in the market. The gatherer might want the food or silver for his work, so he'll be also capable of having high stats. Something happens and make this game less boring.

Cloak and dagger - closer look - It sounds like a skill for assassin.
I really want to give an ability to reduce visability of scents by C&D. The counter part of it will be explained in part II. Why? Well mostly to create diffrent types of characters and to give thiefs/assassins some fun.
Look, the warrior will still might to go for the stats and focus on increasing it because it simply gives things like survability or enables more hits. Generally he's a warrior - he can withstand a long battle.
Now, let's take a look on the thief/assassin/murderer/someone who tries to hide his presence. He'll propably pay more attention for increasing C&D to hide his scents. That doesn't change the fact he'll still have the damage. Ofcourse, he can kill someone in 1 shot, but for sure, those who own the art of cloak and dagger, will not be as effective in close combat as a strong warrior. If there will be an uptade with such things like two handed axes, they'll be more likely to use daggers/short swords in fights - because hitting with an axe can cost too much stamina.

So the final description of this skill will be like
Increases your damage and allows you to hide your committed crimes

Part II - Ranged Combat - Hunting & Gathering and tracking
The most obvious reason that Rifles won't get a lot of damage is the fact that rifle being holded by 500/500/500/500s character can be too deadly weapon and change this some kind of arcade game (at least in pvp) into silly stat fight, when 2 characters will face each other. Also the fight will change into something like "who can swap between rifle and sword faster". In another words, every character would become a hybrid of ranged/meele. Every. Iff the idea from part I would be realized, I can only say 1 thing - bring us old, hnh ranged combat system. H&G would become the aiming speed and YB the damage. Cheers, who got an another type of the combat character Warrior/Assassin and now Ranger(Hunter).
Salem leaves for us a lot of ranged options - I'd prefer to bring back bows and create crossbows, ofc still saving rifles. Let's see - bows were propably replaced with poorly done rifles, because to fully train yourself with a bow takes 5 years and requires a lot of strength, while rifle can be used by a regular soldier after week of training. Also rifle can penetrate armor much better. So..

- New skill - Archery.
General idea of bow - can be created without iron, has longer range and dmg ratio from YB but the plate armor (I believe new armors will be added soon with stats/purity system of clothes/armors what will give bonuses (stats and profs)) can drastically reduce that damage. It will follow the old idea that plated armor > rangers.
Rifle - it can be aimed with less amount of H&G but got smaller range but anyway - it has more armor penetration.

Wall can block bullets but let's create such as improved archery (or something like this) what will enable you to shot through the walls (bow aimed to the air). It will be much harder to aim or it'll be impossible to go on green bar but still will allow to shot from bows during the siege although it'll be not the same thing as griefers using ranged combat to shoot newbies through their walls.

Second thing - H&G will increase the amount of found scents and it'll be simply softcapped with C&D - Now trackers will be needed in the towns to find bandits.

About bows - don't forget that we got a large faction that is roleplaying as Indians - I think they were using those weapons. (Let's do throwing weapons as next goal^^)

P.S. I don't think it's too late to change it. This will change meta but I think that the reset is not needed - a lot of people will still be able to fight after the update. What do you think? Iff you can correct my english, do it! Discuss it in this thread. I don't think that things from HnH should be removed - they were really working (or not?)
Last edited by Leaflin on Sun Jan 13, 2013 1:47 am, edited 1 time in total.
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Re: Humorous and ranged system fixed - profficiencies & more

Postby Dallane » Sun Jan 13, 2013 1:15 am

having cloak and dagger determine a part of damage is a terrible idea.

law and lore should be used to find scents

bow and xbows should not be here at all. This is a game with a theme of people arriving from Europe. guns replaced bows for a reason.
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Re: Humorous and ranged system fixed - profficiencies & more

Postby Ass_Kraken » Sun Jan 13, 2013 1:19 am

Dallane wrote:having cloak and dagger determine a part of damage is a terrible idea.

This, it woud just promote more combat alting.

Leaflin wrote:I don't think that things from HnH should be removed - they were really working.

Bows were not working, at all.
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Re: Humorous and ranged system fixed - profficiencies & more

Postby Leaflin » Sun Jan 13, 2013 1:47 am

having cloak and dagger determine a part of damage is a terrible idea.[/quote]

Mind that something similar was already made for farmers. I mean the need for increasing profs. However that whole system seems.. unfinished.

law and lore should be used to find scents


Good idea.

Bows were not working, at all.


Well, maybe it's a time to fix it? :)

bow and xbows should not be here at all. This is a game with a theme of people arriving from Europe. guns replaced bows for a reason


Well I thought about bows because there's 1 type of rifle. If they'll create few types or even pistol, bows aren't necesarry.
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Re: Humorous and ranged system fixed - profficiencies & more

Postby Dallane » Sun Jan 13, 2013 2:01 am

Leaflin wrote:Well I thought about bows because there's 1 type of rifle. If they'll create few types or even pistol, bows aren't necesarry.


If you would have done your research b4 posting you would already know this. Bows wouldn't be to bad of a implementation really but the frontiersmen and even the indians once they got a hold of them used guns instead of bows.
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Re: Humorous and ranged system fixed - profficiencies & more

Postby ULGMsean » Sun Jan 13, 2013 4:37 am

Dallane wrote:
Leaflin wrote:Well I thought about bows because there's 1 type of rifle. If they'll create few types or even pistol, bows aren't necesarry.


If you would have done your research b4 posting you would already know this. Bows wouldn't be to bad of a implementation really but the frontiersmen and even the indians once they got a hold of them used guns instead of bows.


Bows are good for hunting while guns are good for pvp. ^_^
Both of them would still be useful.
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