Weapon/Armor Listing

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Lateralus
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Re: Weapon/Armor Listing

Postby Lateralus » Sun Jun 19, 2016 5:34 am

I don't think that should all be available but really? Players just waste gold then find out they can't even equip an item? Sorry it's just bad design imo. It would be one thing if you could get a full refund but atm you get about half back.

Sit back and take a look at the game. It's an added complexity for what? Make it more difficult because things should be hard? I know you have to draw the line somewhere but there's a reason successful games are successful and I don't know of any that hide details like this for the sake of making things harder on a player. Tell me a good successful game that does this that enhances the player experience and I'll listen. until then this is just an old Rok system that gives vets an advantage and is uninviting to new players.

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daedroth
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Re: Weapon/Armor Listing

Postby daedroth » Sun Jun 19, 2016 5:56 am

No matter what happens a person should know if they can equip something or not (although I think Nitehawk mentioned this will be implemented, right click examin on an item before you buy). I am fairly sure a sorcerer would know "theres no point me buying that sword, boy it sure is pretty but id probably hurt myself more than the enemy. As for that suit of full plate armour, sure is shiney and what great protection, shame I wouldnt be able to cast anything while wearing it, how the hell do you put it on anyway?".
I still think after using an item enough you will be able to judge how good it is, simply through use (probably a pain to implement, itd be kind of like the old rok weapon master system - but account linked for convenience? Not realistic, but what a nightmare it would be to keep track of for each character on the account, lets just assume their all friends or at least share information with each other).
You would be able to hold the weapon, a few practise swings, "ok this sword is balanced, its bloody sharp... looks durable, made from that new metal thats meant to be far more durable than steel".
Same with monsters, but it should not be complete information. You would start to know, "ok that creature does not like fire, that creature can take around 4 hits from my sword, its hard to hit, hits hard..." hard to do this without numbers since different characters will have different stats/levels/divs. Be a bitch to implement me thinks.
Ive lost my train of though... kids, gotta love em.
Too much information, too little... GL guys!
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Aieron
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Re: Weapon/Armor Listing

Postby Aieron » Sun Jun 19, 2016 6:33 am

Lateralus wrote:I don't think that should all be available but really? Players just waste gold then find out they can't even equip an item? Sorry it's just bad design imo. It would be one thing if you could get a full refund but atm you get about half back.

Sit back and take a look at the game. It's an added complexity for what? Make it more difficult because things should be hard? I know you have to draw the line somewhere but there's a reason successful games are successful and I don't know of any that hide details like this for the sake of making things harder on a player. Tell me a good successful game that does this that enhances the player experience and I'll listen. until then this is just an old Rok system that gives vets an advantage and is uninviting to new players.


Woah, I was talking weapon/item power not whether they can/can't equip it. I agree saying what armor type things are is important.

Added complexity? You mean having a player told by an NPC that the forest nearby has a hidden legendary sword? Encouraging them to explore and play while also intuitively suggesting that the sword is better than that town's storebought?! I'm in NO WAY suggesting to make it 'complex'. I'm saying it can be built to be intuitive/organic. Ideal World, players don't need to know exact weapon values that a builder puts in. The weapon's power should be apparent by how/where it was found in the World.

As for claiming that it's an old RoK adage, A LOT of games are reverting to the core philosophy that players need to spend time in game to gain knowledge about core gameplay mechanics. They are even gating it behind character progression so that wikis can't let players bypass this step. (Chronicles of Elyria). It doesn't benefit vets more than new players if the information is presented properly in game. In RoK it benefited vets because we had to test weapons by hitting things for hours. I'm not suggesting we do this. In fact, I'm vehemently against how RoK was with regards to figuring out weapon strengths, monster divs, etc.

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daedroth
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Re: Weapon/Armor Listing

Postby daedroth » Sun Jun 19, 2016 7:12 am

Either way peeps, lets sit back and drink some tea, take breaths and count to ten :)
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Drasp
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Re: Weapon/Armor Listing

Postby Drasp » Sun Jun 19, 2016 9:16 am

I feel like the item information and if it could be equipped should be shown. I'm not sure I care if a weapon's attack power or armor's AP should be shown. On RoK, I tried to never check out an online listing for weapon power, instead I always just wanted to discover things for myself. That being said, for those just starting out the game, having guidance on what to buy would be solid. You could have NPC shopkeepers in the stores of Seamoor that could have scripts to guide the player a little.

If we decided that it is realllllly desired to have some form of weapon level involved, then there is always the idea to add level restrictions to certain weapons

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NiteHawk
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Re: Weapon/Armor Listing

Postby NiteHawk » Sun Jun 19, 2016 8:08 pm

I added a simple weapon or armor type on examine now (I.E. This is heavy armor.), you can also examine items in stores now by rick clicking the button and clicking examine.

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Lateralus
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Re: Weapon/Armor Listing

Postby Lateralus » Sun Jun 19, 2016 10:21 pm

@Keith I guess as long as it's possible for the player to know if the item is useful for them in some way it's all good. Roks system of buy then test to find out, lookup on wiki or know because you are a vet wasn't good imo.

If your suggesting there is some npc that can somehow know what a player is using and make suggestions on what they can buy that would be great and a very cool feature. As a player I pop over to wiki and look what to buy next so it sounds like added complexity on the code and build side over just showing the stats and difference (compare your equipped to shop item) but it would be more immersive.

what would you suggest for when a player gets a dropped item and they need to make a choice if they wanna equip it and bind it to themselves to test if it's any good for them? Maybe use the academia to research and there it could show stats?

Drasp
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Re: Weapon/Armor Listing

Postby Drasp » Sun Jun 19, 2016 11:10 pm

In my mind, I was thinking you could have script triggered by simply saying your class at the first weapons/armor shop. Armorer could just say something like "What class are you?" then "Ahh, a knight you say? Always in the heat of battle, your kind. For you, I would recommend blah blah."


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