Author Topic: Game mechanic megathread!  (Read 91936 times)

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Offline Jarlek

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Re: Game mechanic megathread!
« Reply #165 on: May 05, 2014, 09:48:46 pm »
+1
Only movement speed.


It did affect attack speed in the original Mount&Blade, but not in M&B: Warband.
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Offline Ujio

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Re: Game mechanic megathread!
« Reply #166 on: May 05, 2014, 10:56:47 pm »
0
Cheers. Any idea how much it increases movement speed by?

Didn't see anything regarding agility and movement speed on the first page. I'm assuming it's out of date.
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Offline Bitchputteron228

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Re: Game mechanic megathread!
« Reply #167 on: June 21, 2014, 01:29:47 pm »
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(archery_wpf* 0.01 * 0.15 + 0.85)

is dat raw or simple archery wpf?

Offline Jarlek

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Re: Game mechanic megathread!
« Reply #168 on: June 21, 2014, 03:21:28 pm »
+1
Cheers. Any idea how much it increases movement speed by?

Didn't see anything regarding agility and movement speed on the first page. I'm assuming it's out of date.
Quote
Movement speed
Movement speed depends on agility, athletics and weight.

- Moving backwards reduces movement speed by roughly 34%
- Rain reduces movement speed by roughly 7.8%
- Blocking reduces movement speed by roughly 15%

Along with this carried items reduce movement speed.
My testing suggests that the engine uses a single, total weight for the running speed calculations. This weight includes all items your character has on them: worn, sheathed, or unsheathed. Holding a weapon further reduces running speed based on the weapon length and weight. Holding a shield does not change running speed relative to wearing that shield, unless your character is holding one shield while wearing another shield; in which case, there is an enormous reduction in running speed.

Only armor weight appears to matter for attack speeds. Holding a shield does not change the time taken to complete an attack. However, the delay between blocking an attack and beginning your own attack may be different if you block with a weapon compared to a shield. I would assume that the difference depends on the weights and speeds of both the attacking and blocking weapons and the shield.
http://forum.melee.org/beginner's-help-and-guides/running-in-crpg/

That last link is where you can get the most information about movement speed.

WaltF4s tests are kinda old though (that one is from 2011), but I don't think they changed how movement speed worked at any point so...
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Offline Bitchputteron228

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Re: Game mechanic megathread!
« Reply #169 on: June 26, 2014, 03:00:47 pm »
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If pd*14>archery than will it count in damage in different way?

Offline Jarlek

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Re: Game mechanic megathread!
« Reply #170 on: June 26, 2014, 03:20:03 pm »
+1
If pd*14>archery than will it count in damage in different way?
If by archery you mean archery wpf, then yes.

If you have less wpf (remember: armour reduces wpf too) than what your PD needs, then you will only get the PD bonuses of whatever level of PD you got the WPF for.

Example:
If you got 10 PD you would need 140 wpf to not get any penalty.
If you only have 130 wpf, then you will only have PD 9 (since 14*9=126) so you'll only get the bonus damage and missile speed* that PD 9 gives you and not the PD 10 that you have on your character.
If you only got 120 wpf, then you will only have an effective PD 8 and so on.

Also note that the wpf you need for each lvl of PD actually removes that much wpf from your character, so getting more PD may or may not reduce your accuracy. See footmark for why.


*Possibly an extra accuracy bonus too, but cRPG might have removed that and/or that's why the wpf penalty for PD negates.
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Offline Bubu

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Re: Game mechanic megathread!
« Reply #171 on: June 27, 2014, 01:20:38 am »
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I really think weapons should have a chance to break when parrying. The force, sharpness, damage type, and speed of the blade colliding with it might be taken into account, to make this more realistic. if that is daunting, then just a really low chance, like 0.01% per parry for sturdy weapons.

These long, endless duels where a flimsy looking sword is fending off someone's every attack... because it's a twitchy bastard behind the keyboard who has the reaction time to block anything coming at him... has to stop.

Offline Huscarlton_Banks

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Re: Game mechanic megathread!
« Reply #172 on: June 27, 2014, 02:43:46 am »
+2
WPF/PD penalty stuff

Formula's not quite 14 * PD, the penalty gets lower and lower as you add more PD, though I have no idea if it still applies if your PD is over what the bow can possibly overdraw.

Code: [Select]
var penalty = 0;

if(weaponType == "Bow")
penalty = - Math.round((Math.max(14 * ps - Math.pow(1.5,ps), 0)) * 10) / 10; //round to nearest decimal place
if(weaponType == "Throwing")
penalty = - (ps * 11);
return penalty;

Offline agweber

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Re: Game mechanic megathread!
« Reply #173 on: July 15, 2014, 06:57:14 pm »
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Where is this code viewed from? I'm not at home to go browsing the local installed files, but is it accessible to anyone with c-rpg installed?

Offline Breidr

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Re: Game mechanic megathread!
« Reply #174 on: July 15, 2014, 07:06:05 pm »
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It says that shield skill affects shield speed.  Any idea what each point in shield skill does in this regard?

Offline Tydeus

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Re: Game mechanic megathread!
« Reply #175 on: July 21, 2014, 07:59:27 pm »
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The wpf per PD formula is now final wpf= wpf - (14*PD - max((1.35^PD)-35,0))
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Offline San

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Re: Game mechanic megathread!
« Reply #176 on: July 22, 2014, 12:05:16 am »
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Correction: wpf= wpf - (max(14*PD - (1.35^PD)-35,0))

Offline Rafesan

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Re: Game mechanic megathread!
« Reply #177 on: September 12, 2014, 11:35:37 am »
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Hey,

i wanted to ask if there is a fundamental difference between the animation speed of 2h and polearm. so if i compare the time until a strike hits with both types on equal wpf and agi/weight are they the same or is one faster?

hope i am not asking something that has been answered 200 times, couldnt find it in the thread.

thx!

Offline korppis

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Re: Game mechanic megathread!
« Reply #178 on: September 12, 2014, 02:20:47 pm »
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Hey,

i wanted to ask if there is a fundamental difference between the animation speed of 2h and polearm. so if i compare the time until a strike hits with both types on equal wpf and agi/weight are they the same or is one faster?

hope i am not asking something that has been answered 200 times, couldnt find it in the thread.

thx!

AFAIK side swings are pretty much the same. Polearm overhead is much faster than 2h though.

Offline Digglez

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Re: Game mechanic megathread!
« Reply #179 on: September 12, 2014, 08:41:37 pm »
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Does expending throwing ammo (complete stack) decrease your weight and speed you up?  Or are you bound to what is in your equip screen or until you drop a stack?