cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Shatter on November 15, 2014, 06:08:18 am

Title: Helmet Weight Variance
Post by: Shatter on November 15, 2014, 06:08:18 am
There are quite a few helmets that are the same weight but provide different armor values.  This occurrence is most prevalent with the lower armor level helmets but even exists at the upper levels with items like the Phrygian Helmet with Faceplate.  In a game that is supposed to encourage people to make and customize a character, it seems counterintuitive to discourage people from using certain helmets by making some statistically superior.

What is the rationale for having helmets with the same weight but different armor levels? Realism?  Because when we are talking about differences in .1 weight, I don't think realism is impacted.  Yet, on a game level, it does have effect.  It makes it so that when I use items like the Norman Helmet or Roman Helmet, that I have to make a choice to purposely have 1 less armor than I could be having for the same weight amount.
Title: Re: Helmet Weight Variance
Post by: San on November 15, 2014, 08:32:16 am
Have a point there. Same with leg armor.
Title: Re: Helmet Weight Variance
Post by: Johammeth on November 15, 2014, 03:53:42 pm
You're absolutely correct in terms of min/max balance.

However I feel that this sort of trivial stat-imbalance gives otherwise homogenous items a measure of character.
Title: Re: Helmet Weight Variance
Post by: Shatter on November 16, 2014, 01:30:16 am
You're absolutely correct in terms of min/max balance.

However I feel that this sort of trivial stat-imbalance gives otherwise homogenous items a measure of character.
I don't see how the Phrygian Helmet with Faceplate being 0.1 weight less than the five other 50 armor helmets adds any kind of "character" to the game or the items themselves.  The character of items comes mostly from their appearance.  I don't think the Saracen Keffiyeh Helmet is any better off providing 1 less armor than the Kettle Helmet for the same weight.  There are better ways of making items unique than by arbitrarily making some 100% superior to others.
Title: Re: Helmet Weight Variance
Post by: Johammeth on November 16, 2014, 06:50:10 am
I think that an object's flaws can make it all the more endearing.

For example, one of my earlier looms was a set of Light Leather Boots. They aren't the best in class (There's another set of boots with the same armor and -.01 weight), but the decision to use this specific item for aesthetics rather than stats makes me MUCH more attached to it. Using an item that I like--in spite of its flaws--makes me like the item that much more.

That's my take on it. But as I said, you are certainly correct in terms of raw min/max balance.
Title: Re: Helmet Weight Variance
Post by: Tzar on November 18, 2014, 08:22:39 pm
Same story with body armors.

All the cool looking stuff is trash, cause weight is too high..