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Weapons/Armour idead for da3


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#1
Mr Arg

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There is a thread on the front page here about scaling weapons that inspired this. Here we go:


1) All weapons and armours scale with leveling character
2) Each weapon/armour has a star rating, here's what they would mean:
* = standard/minimum/common armour
** = same as previous but with additional attribute . Additional bonuses could be predetermined things like resistances, XP% boost, rune slot, basic value is boosted (either damage if weapon or armour rating if armor).
*** = basic, plus 2 additional attributes
**** = basic, plus 3 additional attributes
***** = basic, plus 4 additional attributes
3) Stars are not the be all and end all of the item's value. You could have a Dragon Scale Shield (Tier 8, like DAO) but only 1 star, implying it's just the standard version of that tier. Just like you could run into an Iron Dagger (tier 1) that has 5 stars (with boosted damage, bonus to backstab chance, bonus to backstab damage, and 1 rune slot).
4) Aside from applying runes, this could give enchanters another use. You could spend money to add a star to a weapon, and you get to choose the effect! This, for example, could allow you to buy a basic dragon bone dagger for cheap and add 4 backstab damage effects to it.

Thoughts? Discuss!

#2
Kidd

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This sounds pretty fantastic. Let me pick up that mega cool sword and armour and make them mine, mine for the rest of my adventure! =D Iconic companion looks? All my PCs have iconic looks I've created myself! ^^

Modifié par KiddDaBeauty, 24 juillet 2012 - 09:44 .


#3
Amycus89

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1) I hate scaling weapons, sorry.
2-4) I'm not saying that it is bad, but I stil prefer the rating system used in "Dungeon Defenders" for example. If you hoover above an item, you will either see a red, yellow,or green thumb. Red means that the item before you is worse than what you already have equipped. Yellow means that it is about as good as what you are currently wearing (and is pretty much the only time you need to take a closer look on stats). Green means that the item before you is better than what you are currently wearing.

#4
wowpwnslol

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No weapon scaling please. It removes the feeling of character progression and reduces it to a common trashy JRPG game.

Some very rare weapons should scale, but in most cases the best weapons should be acquired from toughest encounters the game has to offer, not mindlessly obtained from simply leveling up.

#5
Mr Arg

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Amycus89 wrote...

1) I hate scaling weapons, sorry.
2-4) I'm not saying that it is bad, but I stil prefer the rating system used in "Dungeon Defenders" for example. If you hoover above an item, you will either see a red, yellow,or green thumb. Red means that the item before you is worse than what you already have equipped. Yellow means that it is about as good as what you are currently wearing (and is pretty much the only time you need to take a closer look on stats). Green means that the item before you is better than what you are currently wearing.


Fair enough, some like it, some don't. I understand where you are coming from, but I'm kind of a numbers geek and I like looking at the numbers and making a judgement for myself. I didn't really care for the star system in da2 along side the numbers because it defeated the purpose of displaying the numbers in a way - I didn't need to analyze most weapons, the stars said a lot, but it made it kind of dull.

#6
Mr Arg

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wowpwnslol wrote...

No weapon scaling please. It removes the feeling of character progression and reduces it to a common trashy JRPG game.

Some very rare weapons should scale, but in most cases the best weapons should be acquired from toughest encounters the game has to offer, not mindlessly obtained from simply leveling up.



I see, but if everything else in the game scales, why can't weapons and armours? It just doesn't make much sense that a weapon that was good a short while ago is suddenly useless...

...perhaps we could work something out that lies betwee?

How about, weapons scale to a degree. Example, and iron dagger will only scale so high, then it plateaus. Each weapon has this, but their range depends on their quality and material?

#7
wowpwnslol

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Mr Arg wrote...

I see, but if everything else in the game scales, why can't weapons and armours? It just doesn't make much sense that a weapon that was good a short while ago is suddenly useless...


Because one of the challenges of an RPG game is progressing your character by upgrading his/her gear. What fun would it be, if your starting sword and plate mail armor upgraded every time you gained a level? Scaling items effectively remove itemization from the game  - unless the scaling is much weaker than the items you find.

...perhaps we could work something out that lies betwee?

How about, weapons scale to a degree. Example, and iron dagger will only scale so high, then it plateaus. Each weapon has this, but their range depends on their quality and material?


It could work, I suppose, but if devs put in enough effort into itemization of every class, scaling weapons/armors simply shouldn't be an issue.  You should always find something better than you have every couple of levels. IMO scaling items is just a lazy way for the devs to advance a character.

#8
Chiramu

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The star rating sounds like it's related to Blizzard's item level :P. And it sounds like you would just be basically upgrading stats on your items.

They could give you the choice to rearrange the stats on your items too.

I think Dragon Age should have different colours of gear so you could know easily which is a higher quality item against a low quality item. Colours are easier and faster to recognise than reading inside a dialogue pop up box.

Modifié par Chiramu, 25 juillet 2012 - 01:31 .


#9
wowpwnslol

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White>Green>Blue>Purple>Orange

???

#10
Chiramu

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wowpwnslol wrote...

White>Green>Blue>Purple>Orange

???


Or they could use the item colours that they had in SWTOR.

#11
Arthur Cousland

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Perhaps certain "legendary" or endgame weapons/armor would be nice if they leveled with the player, but if starting equipment auto-leveled, then there would never be a reason to upgrade except for looks. I like when I finish a particular quest or raid a dungeon and there's a powerful new weapon or piece of armor to be gained. With auto-leveling equipment, many other items that would normally be useful just end up being sold, and I feel that it takes away from the game.

#12
lx_theo

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Just vary the hell out of the appearances, I say

#13
Mr Arg

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Chiramu wrote...

The star rating sounds like it's related to Blizzard's item level :P. And it sounds like you would just be basically upgrading stats on your items.

They could give you the choice to rearrange the stats on your items too.

I think Dragon Age should have different colours of gear so you could know easily which is a higher quality item against a low quality item. Colours are easier and faster to recognise than reading inside a dialogue pop up box.


If you are talking about Diablo, I'm guessing, I have never played it or seen much in game footage...

Well the Tiers were coloured in DAO, they could bring that back.

#14
Mr Arg

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wowpwnslol wrote...


It could work, I suppose, but if devs put in enough effort into itemization of every class, scaling weapons/armors simply shouldn't be an issue.  You should always find something better than you have every couple of levels. IMO scaling items is just a lazy way for the devs to advance a character.


Oh yes, there should be newer and better items you can find. After all this discussion I feel that a limited scaling could work very well.

Perhaps they could come up with a way to make it interesting... we shall see.

#15
MKDAWUSS

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Mr Arg wrote...

wowpwnslol wrote...


It could work, I suppose, but if devs put in enough effort into itemization of every class, scaling weapons/armors simply shouldn't be an issue.  You should always find something better than you have every couple of levels. IMO scaling items is just a lazy way for the devs to advance a character.


Oh yes, there should be newer and better items you can find. After all this discussion I feel that a limited scaling could work very well.

Perhaps they could come up with a way to make it interesting... we shall see.


I think upgrading (with visual add-ons and replacements) could work OK. Not just runes and such, but things like hilts, strings, etc. It makes personal items have that much longer of a lifespan. That said, if you want to ditch and replace, you should still be able to do so and not be hindered significantly (if at all) by it.

#16
SirGladiator

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One of the things I like is being able to find brand new and super cool items, normally deep in dungeons or as expensive items in a store, but wherever, so long as you really had to earn them. That doesn't mean Im opposed to being able to upgrade regular weapons, but there should be certain unique weapons and armor that have no equal, that you can only obtain through hard work, major effort, and cleverness.

#17
Kidd

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wowpwnslol wrote...

No weapon scaling please. It removes the feeling of character progression and reduces it to a common trashy JRPG game.

JRPGs have you swapping equipment far more often than WRPGs in general. Your BG character will likely only swap weapons 5 times at most throughout the entire trilogy (unmagical, +1, +2, +3, +4, then whatever your final sword is) , Cloud goes through 17 swords in FF7 alone before he finds the best sword in the game.

I'm all for JRPG bashing, but can we bash them for the right reasons? ;)


SirGladiator wrote...

One of the things I like is being able to find brand new and super cool items, normally deep in dungeons or as expensive items in a store, but wherever, so long as you really had to earn them. That doesn't mean Im opposed to being able to upgrade regular weapons, but there should be certain unique weapons and armor that have no equal, that you can only obtain through hard work, major effort, and cleverness.

Super cool items with a story, that you have to work for, are indeed really cool. The problem in DA is that as you level, they suddenly stop being effective. By allowing the base dps/armour to scale, they will remain the most powerful items in the game instead of having to be replaced by an unmagical weapon found five hours later in the game. Isn't that a good idea? =)

#18
Guest_Nizaris1_*

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i am more prefer a real look weapons and armor

- two handed sword size is a two handed sword size, not a super giant sword
- new realistic claymore, bastard sword, broad sword, templar sword design that match real medieval weapons
- dagger size is a dagger size, not short sword size
- armor is clean design, not rough and exaggerated childish design that kill the realistic mood. How come Blood Dragon armor look like robocop? Hawke armor look like rags with some scrap metal

Robes in DA2 are okay in my opinion

#19
Mr Arg

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Nizaris1 wrote...

i am more prefer a real look weapons and armor

- two handed sword size is a two handed sword size, not a super giant sword
- new realistic claymore, bastard sword, broad sword, templar sword design that match real medieval weapons
- dagger size is a dagger size, not short sword size
- armor is clean design, not rough and exaggerated childish design that kill the realistic mood. How come Blood Dragon armor look like robocop? Hawke armor look like rags with some scrap metal

Robes in DA2 are okay in my opinion


I completely agree with the first point (and the rest as well). I never understood how an elf could weild a sword that was twice the weight and size of themselves. Also, Meredith's feather-light greatsword...

#20
Mr Arg

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MKDAWUSS wrote...

I think upgrading (with visual add-ons and replacements) could work OK. Not just runes and such, but things like hilts, strings, etc. It makes personal items have that much longer of a lifespan. That said, if you want to ditch and replace, you should still be able to do so and not be hindered significantly (if at all) by it.


That also brings up an idea: Gaining a bonus for a weapon you have been using for a while...

#21
philippe willaume

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Whilst I don't really like weapon scaling. I king of like the OP idea

It has to be said the damage (be it average or maximum0 you can inflict with a weapon depends on how good you are with it. IE my cuts are much much better now than they were 10 years or 5 years ago.

So may be instead of the weapon scaling, each class could have a weapon damage modifier that scale with level of the char.
or may be the % of special and critical damage.
I.e. the amount of damage you inflict scales up but not the weapon per se.

#22
philippe willaume

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Mr Arg wrote...

Nizaris1 wrote...

i am more prefer a real look weapons and armor

- two handed sword size is a two handed sword size, not a super giant sword
- new realistic claymore, bastard sword, broad sword, templar sword design that match real medieval weapons
- dagger size is a dagger size, not short sword size
- armor is clean design, not rough and exaggerated childish design that kill the realistic mood. How come Blood Dragon armor look like robocop? Hawke armor look like rags with some scrap metal

Robes in DA2 are okay in my opinion


I completely agree with the first point (and the rest as well). I never understood how an elf could weild a sword that was twice the weight and size of themselves. Also, Meredith's feather-light greatsword...


I am all in favor or more reasonably sized sword yes and more "realistic armour".
now to be fair I have handled zweihander as tall as me (180 cm) that handled so well that i had the impresion of using a light saber. (my own type XVIIE about 145 cm for 4 lbs is handling like a feather).

Phil

#23
I Like Cats And

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I think a cool idea is for there to be a staff/sword thingy that has a special ability that makes the mage into an arcane warrior type of thing, instead of having an arcane warrior specialization

#24
Mr Arg

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I Like Cats And wrote...

I think a cool idea is for there to be a staff/sword thingy that has a special ability that makes the mage into an arcane warrior type of thing, instead of having an arcane warrior specialization


How about Bladed Staves are a weapon limited to Arcane Warriors? No need for weapon switching. But to balance it and not be op, both its melee damage and magic modifiers would have to be less than a single sword or staff's.
Also, Armoured Robes would be cool.

#25
Dio Demon

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Interesting idea, but they would have to figure out a way to balance these automatic leveling up items with other normal items, such as it can inflict attribute, damage, health and mana/stamina penalties. Or you have to go through an excessively difficult fight to get one such as fighting three High Dragons in your birthday suit with only a butter knife.

Also for Arcane Warriors I think it would be awesome if they could dual-wield staff and sword so they can be suited for both melee and ranged attack but suffers penalties for dual-wielding.