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Perfect Weapon

Started by June 04, 2001 11:04 PM
3 comments, last by TheShadow 23 years, 6 months ago
What would be the perfect weapon for you in an MMORPG (Massive Multiplayer Online Role Playing Game) Evolving Weapon Kill monster-Get item-sell item-buy weapon-kill monster....... Get better weapons after quests Other. Choose one from the above and explain why. I think this would be a great help to lots of people thinking this out for their MMORPG or even also their CRPG. Thanks for your help! Dark Era: Concealed Evil. The next generation of online gaming.
Mecha Engineer (Making Real Humanoid Suits)
For my taste, the answer is obvious: all three

Evolving weapons are a cool idea cause its not really done by many other rpgs, so it would add another element for the user to be interested in (im thinking like materia in FF7 only with weapons). kill monster, get weapon... etc is interesting because it gives the user something to do other than "gain exp" out in battle zones. And, of course, getting better weaps after quests i think is pretty much standard in RPGs aside from better magic/crucial game items.
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As far as I understand, you''re asking which is the perfect weapon RETRIEVAL and EXCHANGE system, not the perfect weapon, like Sword, Axe, etc.

Here we go again on the weapon issue.
1. Kill monster, get..., eeew! I''m not putting THAT in my backpack.
I think MadKeithV brought up that: it''s not much likely a hero to dig in an smashed orc remainings just for some crappy piece of light homemade leather armor. And who''s gonna buy it, even if you had as little self respect as that to get the armor? On the practical side, this could bring some kind of disease or likewise. It could have a Charisma modificator (like -666) when equipped ("Don''t you smell something? Something like rotten eggs with skunk vomit? Yeah, that right!"). It has many downsides.
2. Weaponcrafting birds, magic containers...
Now let''s get real. What Monster will wear an Armor or a Weapon? It is an anminal, it has his natural ones. Killing it will only get you some products for the dinner, not a full plate armor. Also, in some games (and in Diablo that was QUITE(!!!) annoying) you can get a RANDOM weapon/armor from any Monster! And potions! And MONEY! Come on, what will that Big Bird do with 300 gold pieces?! And where did it get that Giant War Hammer from, and what''s more interesting, WHERE did it carry it? To cut the sarcasm, I''m looking for some realism. Not very real stuff, but War Hammer in a Bird...gee...

What I have in mind (and in the works) is some reality . In a town''s weapon/armor shop you won''t have to choose from 345 items, just a few, which makes them really valuable. Also, NO ONE will wear Full Plate Armor/Huge War Hammer around the clock. No one. So the smiths are producing practical armor/weapon, like enchanced (like adds to Speed or Maneurs, or Bite protection) Light Leather, Cloth, Hard Leather at most. You want to have a Chain mail or something better? Go enlist as a knight, then! And bring you 876 Strenght stat with you!
On the weapon side, I''m working on a system that allows to make weapons (or have weapons made) from some components. This can be separated in three parts, depending what interaction must be done: Personal (by player), Normal (by Smith) or Magic (by a Caster). Here''s an example:you can make yourself a simple bow from special piece of wood and a Hair from Hairy Monster, which is known for it''s strength. You can have a Battle Pick made by a Smith from Stone Wood, or Leg Bone and Tooth of a Big Teeth Monster. You can have a sword made out of handle, blade and a Beholder''s Eye by a Caster, and that sword will improve your view range, will cast Fear in enemies, but has chance in falling appart in strong magical field (like in enchanted area), because the magic that holds it together vanishes.
Some of the people I''ve discussed that with said: "But that damage you gonna do with that Battle Pick or that Homemade Bow?". The answer is, that the Damage DOES NOT depends only on the weapon, it''s up to player''s ability to use it. Which once again gets us to the point:

The more important element of the combat is the Ability, not the Weapon.

That is why we have developed a combat system for our project that does not revolve around he weapon stats, but around Player''s Skill and involves thinking and analysing the situation, not just point-and-kill. But, as I just love to finish my posts, that''s another story.


Boby Dimitrov
boby@azholding.com
Boby Dimitrovhttp://forums.rpgbg.netBulgarian RPG Community
Good idea BobyDimitrov
"Weaponcrafting birds, magic containers"

The MMORPG player can capture special birds that allow the player to make better weapons or armour. The more powerful the bird, the more difficult to find it is.

Or they have to pluck the tail feather from one of these (alive) birds, and they can use this to help make a more powerful weapon. / Or put it into their armour for a blessing.
Other:

a sword:

why: all a man need is his sword. There is no other weapon that a true warrior requires. Crossbows and slings are for cowards.

features: steel, 115cm total, 90cm blade, 2,1kg, well-balanced (feels like 1,3kgs), sharp (sharpened and oiled every evening), no fancy shit


why: imo items are overrated in RPGs, especially weapons. We hunt for the megasword of flame +15 because it´s the only thing we can do... there is no real alternative to this system.

What I would be interested in, is a system, that puts more emphasis on the player´s character, in his skills and traits. The difference between high-level and beginner characters is much too big, in real life you don´t get more that 50% on average.... so why does my lvl1 newbie do 4-6 damage and my lvl24 warrior 54-198 ?

every enemy should be able to get you... if they are more than 3 a single fighter (even if he´s VERY good) will seriously consider running away, because they can rush you, and then no amount of skill or power-sword will help.

A sharp piece of steel can kill in any circumstance. There shouldn´t be much difference between different kinds or styles of swords, the choices are more or less based on personal preference anyway.
Different weapons should be made more interesting (the variation that sword+1 and sword+14 is now). Take the halberd for example. A truly GREAT invention in its time. You can swing it like an axe, and thrust it like a spear. As long as you keep your opponent at a distance, no (+256 lightning strike) sword will be able to keep you from killing your opponent, only the enemies skill to dodge and get closer to you will determine the outcome of the batte.... what am i saying? umh... i guess: less [emphasis on] magic, more [emphasis on] skills.

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