cRPG
cRPG => Suggestions Corner => Topic started by: Torost on December 21, 2012, 02:16:03 am
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I propose that a "fatal strike" is added to crpg.
That has a low chance of happening. say 1% of the time when a swing succesfully does over 0dmg. 1 in 100 hits is instantly fatal regardless of armor,weapon, etc.
This would mean that fighting was an option even if all you have is a low dmg, glancing weapon.
Some of the weapons in the store are useless versus highlevel chars with decent armor. Or plated chargers.
On the same note I believe all weapons should have a small chance to crushthru a block. So that with even perfect blockingskills you can not draw out a fight forever.
Leveling the field somewhat, if only marginally.
I think these adjustments would make crpg faster and more lethal. And more fun!
(inspired by a shamefull display on my part. Where a peasant with a wooden stick and master blockingskills, would stalk and taunt me the entire round, blocking 100% of my MW Danish Greatsword swings. Eventually I just give up and try and find someone else to fight, but the peasant just keeps following me.. hitting me with minimal dmg every time I turn my attention elsewhere.)
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Adding moe randomness to the game is not a good idea in my opinion. Especially the thought of adding a lottery insta-kill is extra bad.
Also, if you can't beat a wooden stick peasant, get some heavy gloves and switch to punching, showering him a mixture of straights and right hooks. They are hard to tell apart and thus block.
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I think these adjustments would make crpg faster and more lethal. And more fun!
Getting a kill for no reason other than that the RNG worked in your favor, as happens in many other games, is the antithesis of everything that makes Warband combat unique and enjoyable. I can understand somewhat why you would want to see combat speeds reworked, but I don't think this is the way to do it.
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Only buff for fast spammy weapons: more spammy more hits more chances for fatality
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You know...I was thinking the other day; If there was one thing that CRPG definitely needs more of, it's randomness. We surely don't have enough as it is.
I propose that everything become randomized:
- How fast you swing your weapon.
- Your movement speed.
- Hit points.
- WPF.
- etc...
That can only improve the game. Devs please incorporate these new features sometime in the next 20 months. I have a 20-sided die if you need help choosing the month.
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That would severely limit the length of my cRPG sessions to about the time it takes for that to happen once.
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You know...I was thinking the other day; If there was one thing that CRPG definitely needs more of, it's randomness. We surely don't have enough as it is.
I propose that everything become randomized:
- How fast you swing your weapon.
- Your movement speed.
- Hit points.
- WPF.
- etc...
That can only improve the game. Devs please incorporate these new features sometime in the next 20 months. I have a 20-sided die if you need help choosing the month.
Some people will take that seriously you know.
Although randomizing is a bad idea, melee is definetly too weak damage-wise right now, especially the weapons in the weak end of the top tier spectrum.
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Where a peasant with a wooden stick and master blockingskills, would stalk and taunt me the entire round, blocking 100% of my MW Danish Greatsword swings. Eventually I just give up and try and find someone else to fight, but the peasant just keeps following me.. hitting me with minimal dmg every time I turn my attention elsewhere.
if you can't beat a wooden stick peasant, get some heavy gloves and switch to punching, showering him a mixture of straights and right hooks. They are hard to tell apart and thus block.
:lol: :lol: :lol: :mrgreen: