Author Topic: Remove weapon switching sounds from certain weapons.  (Read 1748 times)

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Offline Thomek

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Remove weapon switching sounds from certain weapons.
« on: May 18, 2011, 07:54:24 pm »
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Like the daggers..

Would be perfect as backstabbing weapons xD

As an experienced backstabber myself, I'd say that a silent draw weapon would be awesome.. Espescially since I run around with a sheathed weapon most of the time. I sometimes carry a dagger for style, but imagine if it could draw silently?

Any easy way to implement this, or lots of coding? :-)

Would be great also for staffs or other weapons I haven't thought of..

Generally adding more weapon attributes would make things more interesting imo.. Like some weapons having the ability to break other weapons sometimes, or make you loose your weapon, or stun you like with a kick..
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Offline Dezilagel

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Re: Remove weapon switching sounds from certain weapons.
« Reply #1 on: May 18, 2011, 09:11:09 pm »
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Silent weapon draw: Yes, implement this for daggers now plz (awesome suggestion)

Breaking other weps: No, that would be extremely broken (no pun intended), imagine facing one in a duel O.o

Disarm: Maybe..., say each time you chamber there would be a chance of disarming? (Weapon drops to the ground)

Stun: No, we already have that, and a longer stun would just be broken (stunlock)

My suggestions:

Couchable (pikes): Remove the regular thrust from pikes and replace it with a (stationary!) "couch", similar to lances (also make them longer). This would allow the pike to remain effective vs. cav and in defensive situations (inf charging would take a hit, but not if they move slowly), while removing the very offensive piking that we see today ("nonexisting" friendly hitboxes makes it kind of op)

Ineffective against armor: Add/redo some weapons with this tag; high base damage, but affected more (twice as much?) by armor (including shield armor)

"Stuck": If a weapons with this tag connects, (thrust only!) it has a chance to stick in the opponent (spears/javelins come to mind), or his shield. If stuck in an opponent, they are slowed down significantly. If stuck in a shield, the shield becomes very slow to raise/lower (useless in melee other than for turtling, but still good against ranged).

Comments please? :)




« Last Edit: May 20, 2011, 03:47:30 am by Dezilagel »
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Offline Kafein

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Re: Remove weapon switching sounds from certain weapons.
« Reply #2 on: May 18, 2011, 09:18:34 pm »
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Insane amount of coding.

Offline Dezilagel

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Re: Remove weapon switching sounds from certain weapons.
« Reply #3 on: May 18, 2011, 10:53:16 pm »
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Bumpetybumpetybump...
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Offline MrShovelFace

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Re: Remove weapon switching sounds from certain weapons.
« Reply #4 on: May 18, 2011, 10:57:16 pm »
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second option - keep weapon switch sounds only on the user's computer
the dagger unsheath sound is one of my favorites
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Offline EponiCo

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Re: Remove weapon switching sounds from certain weapons.
« Reply #5 on: May 18, 2011, 11:04:48 pm »
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Tbh, I've never ever seen one turn around when I unsheated my dagger (it's hardly hearable anyway and noone expects some guy to run behind him with sheated weapon) ... the real problem is that people are constantly running around and you can't get that killing strike in when you are behind them.

Offline CoWorm

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Re: Remove weapon switching sounds from certain weapons.
« Reply #6 on: May 18, 2011, 11:12:19 pm »
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"Stuck": If a weapons with this tag connects, (thrust only!) it has a chance to stick in the opponent (spears/javelins come to mind), or his shield. If stuck in an opponent, they are slowed down significantly. If stuck in a shield, the shield becomes very slow to raise/lower (useless in melee other than for turtling, but still good against ranged).


If this means I'll be running around with pikemen stuck in my shield like flies on a windscreen I'm all for it.

Offline Elmiro

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Re: Remove weapon switching sounds from certain weapons.
« Reply #7 on: May 19, 2011, 03:29:36 am »
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Like the daggers..
As an experienced backstabber myself

An experienced backstabber shouldn't need other weapons besides the dagger, so you don't need to switch.  :lol: :lol: :lol: :lol: :lol:

Offline Tholgar

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Re: Remove weapon switching sounds from certain weapons.
« Reply #8 on: May 19, 2011, 04:22:12 am »
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Disarm: Maybe..., say each time you chamber there would be a chance of disarming? (Weapon drops to the ground)
+1
Really like this idea. Hope chadz reads this.
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Offline Tzar

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Re: Remove weapon switching sounds from certain weapons.
« Reply #9 on: May 19, 2011, 04:58:51 am »
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would add more fun on the battlefield thats for sure even though i hate u ninja´s  :lol:
I've never played a server where people split up as much or as often as on EU1.  No wonder range is having a field day.

Offline Seawied

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Re: Remove weapon switching sounds from certain weapons.
« Reply #10 on: May 19, 2011, 05:46:24 am »
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could add a bit of strategy to the game. I'm all for it
So with PT >10 stones become simple too effective
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Offline Dezilagel

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Re: Remove weapon switching sounds from certain weapons.
« Reply #11 on: May 20, 2011, 03:45:35 am »
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Well... Maybe also fix sound in general while they're at it?  :lol:
« Last Edit: May 20, 2011, 03:46:50 am by Dezilagel »
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Offline Bulzur

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Re: Remove weapon switching sounds from certain weapons.
« Reply #12 on: May 20, 2011, 05:50:57 pm »
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An experienced backstabber shouldn't need other weapons besides the dagger, so you don't need to switch.  :lol: :lol: :lol: :lol: :lol:

Did you actually read ? :rolleyes:
Everybody knows that you run faster with no weapons at hands. That's why when he gets close to an ennemy, he needs to take out his dagger, wich makes a sound. It's not swapping between weapon, it's taking one out.

My iron staff does the same sound as a great sword when i unsheath it. :mrgreen:
Good idea for the dagger, but maybe hardcoding.
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Offline ManOfWar

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Re: Remove weapon switching sounds from certain weapons.
« Reply #13 on: May 20, 2011, 07:01:35 pm »
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+1
Really like this idea. Hope chadz reads this.

ya disarm for chamber +1!
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Offline Dezilagel

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Re: Remove weapon switching sounds from certain weapons.
« Reply #14 on: May 22, 2011, 01:12:07 am »
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ya disarm for chamber +1!

Hmmm... Maybe you could have the chance based on the potential damage of the swing coming at you? So a big, heavy swing by a 2h axe chambered would have a bigger chance of getting disarmed than a dagger. Would also provide an interesting way of countering lances ^^

Just speculating :p
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