Armageddon General Discussion Board

General => General Discussion => Topic started by: RunningMountain on April 21, 2006, 11:38:15 AM

Title: New warrior skill.
Post by: RunningMountain on April 21, 2006, 11:38:15 AM
Here, for all you bitching about warriors.


Whirlwind
Allows a warrior who is defending against multiple opponents to make a free attack on all attackers at the expense of tiring himself out. If failed, the attackers all get a free attack. This is a very hard skill to master.


A nasty elf stands here.
An ugly elf stands here.
A cute elf stands here.

A nasty elf says to you in some crazy lanauage
"Sfd kdmkm fkmssqwwqio!"

A nasty elf slashes at you, but you dodge out of the way.
An ugly elf joins a nasty elf's fight!
A cute elf joins a nasty elf's fight!

Whirl

With great expertise you suddenly turn, slashing in all directions at your opponents.
You slash a nasty elf on the arm.
You slash at a cute elf, but she dodges out of the way.
You slash an ugly elf on the head.


Any thoughts?

-RM
Title: New warrior skill.
Post by: Hymwen on April 21, 2006, 11:50:52 AM
I don't like it.
Title: New warrior skill.
Post by: mansa on April 21, 2006, 11:52:45 AM
Unless they get a leap attack...
Title: New warrior skill.
Post by: Maybe42or54 on April 21, 2006, 11:52:55 AM
Well, with longswords, halberds and the likes, I could see a command called "sweep."
You sweep your weapon around you!
You slash the half giant on his head, nicking him.
You mutilated the skinnies foot!
You barely graze the mul.
You dismember the halfling!
Title: New warrior skill.
Post by: Cuusardo on April 21, 2006, 11:55:13 AM
This makes me picture the barbarian in Diablo 2.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 12:00:13 PM
Quote from: "Maybe42or54"Well, with longswords, halberds and the likes, I could see a command called "sweep."
You sweep your weapon around you!
You slash the half giant on his head, nicking him.
You mutilated the skinnies foot!
You barely graze the mul.
You dismember the halfling!

OOoo.

While I can't say I like that skill, RM, it is a good thought, an attack that could harm multiple foes. However, as Maybe said, it should be a halbred or the like. I could also see someone with a greatsword or a great axe doing the same.
Title: New warrior skill.
Post by: diealot 2L2L on April 21, 2006, 12:01:16 PM
No, I'm sorry, mansa.  Everyone knows that Dodge branches Mobility->Leap Attack-Whirlwind..  

Crap, we're not supposed to post skill lists here.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 12:08:46 PM
If you imaging making a move like that, every person you hit would remove some of the momentum from your swing.  You wouldn't be able to get through the armor or even cloth after the first person you hit.  

But a better question is, what does this idea add to the game?  Warriors are the toughest combat creatures already.
Title: New warrior skill.
Post by: Larrath on April 21, 2006, 12:10:13 PM
Let's not forget that only one in a hundred thousand Zalanthan warriors can use metal weapons, and that making a spinning attack using an obsidian, stone or chitin weapon is a very good way to make it break.  So, if anything, bone slashing weapons could be used for this, and those too...

Whirlwind attacks aren't really realistic at all, and while Arm is a fantasy game, I'm not sure I'd really want to see it.  Spinning around like that...it's also dangerous for game balance and people's sanity.

Instead, I can see other things that could be beneficial and very realistic for warriors.  For example, warriors could only get a pack penalty applied to them if they are attacked by 4 or even 5 attackers instead of 3, due to their extensive skill in combat.  Or perhaps warriors could get a form of Lunge skill, which could be used as a combination of bash and flee.
Or an ability to attack two opponents at once, one primary and one secondary (though this last one is probably a coding nightmare).
Or a headbutting ability, which can be used to deliver extensive Stun damage.  Missing would throw the warrior off balance, and it would be possible to have the headbutt reversed (with a punch to the face, for example) to hit the warrior for a good amount of stun.

The above all seem like good possible ideas to me, though I'm not thinking about game balance at the moment.  Please, keep it realistic.
Title: New warrior skill.
Post by: RunningMountain on April 21, 2006, 12:10:14 PM
Oh definitely. Only slashers could do it. No bludgeons, stabs or chops allowed with this one folks.
Title: New warrior skill.
Post by: RunningMountain on April 21, 2006, 12:13:17 PM
Quote from: "Larrath"
The above all seem like good possible ideas to me, though I'm not thinking about game balance at the moment.  Please, keep it realistic.

What! You ain't never seen them chinese swordsman who can spin their weapons all over the place. Crouching tigress, hidden dragon or whatever. It's definitely plausible and is just as realistic as doing 10-15 damage with a kick, or disarming someones weapon and throwing it into another room (1 mile?)

Or parrying arrows! Come on. Don't pull that card out, sonny.

-R
Title: New warrior skill.
Post by: Maybe42or54 on April 21, 2006, 12:13:25 PM
You sweep your branch of doom around!
You hit the mul on his purny lil head!
The mul collapses.
You hit the half giant on the waist.. And thats it.
You knock the halflings teeth out!
The halfling collapses.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 12:21:29 PM
Quote from: "RunningMountain"
Quote from: "Larrath"
The above all seem like good possible ideas to me, though I'm not thinking about game balance at the moment.  Please, keep it realistic.

What! You ain't never seen them chinese swordsman who can spin their weapons all over the place. Crouching tigress, hidden dragon or whatever. It's definitely plausible and is just as realistic as doing 10-15 damage with a kick, or disarming someones weapon and throwing it into another room (1 mile?)

Or parrying arrows! Come on. Don't pull that card out, sonny.

-R

The thing about spinning your weaopon around is it isn't meant to HIT multiple people, when they did it, it was to INTIMIDATE multiple people as in, who wants to get close enough to get hit by this?  Because the first person who does, will, but they'll also break the twirling action.  

Actually I'm not convinced we can't use this idea for something, but actually hitting multiple opponents? I don't think so.  Maybe something like this could be used to for a very short time, break defense penalties of mutiple attackers.  But then again that would make a warrior really scary strong.
Title: New warrior skill.
Post by: Gaare on April 21, 2006, 12:44:49 PM
It sounds fine in one-to-many but what about in many-to-many combats?

That would be funny to see all warriors in group A use that skill and all in group B die instantly.

PS. You can not branch whirlwind, If you do not have a Dex score of 13+ which is needed for dodge.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 01:25:16 PM
Quote from: "RunningMountain"Oh definitely. Only slashers could do it. No bludgeons, stabs or chops allowed with this one folks.

An axe can do the same thing as a sword. No stabs, and not hammers, but chopping and slashing weapon can do this. Also, to someone who said that warriors are already tough, so the hell what? Magickers keep getting new spells, I'm sure skills will continue to go in ... I like this idea, myself.
Title: New warrior skill.
Post by: Maybe42or54 on April 21, 2006, 01:28:19 PM
I think you would have to have a certain amount of people attacking you, like 3 or 4. When you do this, there should also be a chance of you getting whoever is attacking those 3 or 4 instead of the person attacking you.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 01:29:23 PM
THat's fair.

As far as accidently hitting someone goes, anyone below a certian skill level should have a chance of hitting their friend when firing into combat with archery too.
Title: New warrior skill.
Post by: Intrepid on April 21, 2006, 01:30:15 PM
If this is something that goes in, it should be one of the last skills a warrior
ever gets.  We're talking about a master manuever here that shouldn't
even be attempted until your weapons are like extensions of your own
body.

Myself, I think Warriors should get a Riposte skill.  It's an easy, automatic
move that accompanies a successful Parry attempt.  Put simply, you knock
the opponent's weapon out of the way and get a free attempt to hit them
while they're vulnerable.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 01:37:00 PM
Quote from: "Intrepid"If this is something that goes in, it should be one of the last skills a warrior ever gets.  We're talking about a master manuever here that shouldn't even be attempted until your weapons are like extensions of your own body.

I agree.

Additionally, Riposte sounds nice, but it should happen only as you get a high skill in parry.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 01:48:19 PM
I'm starting to like this less and less.  Do warriors need more skills?  What would it do if they had more skills?  

I'm worried about how this is starting to sound more and more like hack slash games that I hear about.  

Personally if new skills were being introduced into the game, I'd rather they be non combat skills.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 01:55:57 PM
Personally, I like skills. And no, I'm no power gamer. But I like skills. Skills are nice. Why in the Lord's name is everyone against skills? I really, really fail to understand this.

I love RP as much as the next person here, maybe even more, but skills are skills, and it's nice to have them. It's really nice to have them when it's realistic. As much as you guys complain about too much code, if truth be told, there's not enough code and never really will be to correctly reflect life as a whole. Not enough crafting skills, not enough languages or ways to talk, not enough fighting skills, not enough taming skills, not enough skills, period.

Skills make the world realer. Does that mean this skill should go in? I think so, but maybe not. But the argument about skills taking away from RP just really gets me. Skills are RP.
Title: New warrior skill.
Post by: Intrepid on April 21, 2006, 02:11:18 PM
I think it can get too much, but I do think skills should be arranged by
physical ability.  From there, you get the option of customizing your
warrior (or any character, for that matter) based on what you do and
what his/her/its personality is.

There is a limit to what you can feasibly do in combat, so the number of
skills there will eventually taper off.  The same thing holds true for any
rogue class.  And although the limit is wide, there is a stopping point for
spells--for example, with twelve spheres and nine moods, each element
can only have, at max, eighty-one possible spells.

Ok, stop laughing...  :roll:

My point is simple: Enjoy the new additions to combat and magick.  After
it's done, any other changes will be like reinventing the wheel.

I love the Watch skill because it's something anyone can get regardless
of class.  I do look forward to more skills like that in the future; that is to
say, skills that anyone can get that are not class specific--they just are.

These are the skills I believe are truly infinite in number.  ;)
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 02:15:10 PM
Quote from: "Intrepid"...There is a limit to what you can feasibly do in combat, so the number of skills there will eventually taper off.  The same thing holds true for any rogue class.  And although the limit is wide, there is a stopping point for spells--for example, with twelve spheres and nine moods, each element can only have, at max, eighty-one possible spells...

...My point is simple: Enjoy the new additions to combat and magick...

...I love the Watch skill because it's something anyone can get regardless of class.  I do look forward to more skills like that in the future; that is to say, skills that anyone can get that are not class specific--they just are.

These are the skills I believe are truly infinite in number.  ;)

Kudos.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 02:42:12 PM
I beg to differ.  What does these skills add to the game?  Watch adds a lot, thanks to watch we have hemo and all those possibilities, the thief classes have expanded in their need for tactics and yes, group rp.  And Watch may have more options we havn't even fully considered yet.

But warrior skills that make warriors kick more ass than they already do?  Umm.. Excuse me?  Warriors are the undisputable king of the fight.  The only people who would be able to fight a warrior if we keep giving them toys is other warriors.  This would be an imbalance and unlike watch, which is an apples and oranges like comparison, an addition that would do nothing for the rest of the game as a whole.  Just warriors.
Title: New warrior skill.
Post by: Intrepid on April 21, 2006, 03:05:06 PM
Skills in general add a lot to the game, actually.

It's not about kicking ass, it's the way your specific asskicker kicks ass.
A large amount of skills for any class allows you to pick and choose the
methodology your character would employ for any given thing.

I remember years ago that I suggested Archery for Assassins and was
laughed at...but why not be a sniper?  Coat your arrows in poison?  Fire
them from a concealed higher ground and run like hell?  Someone along
the line agreed, and the rest is history.

What you do is the skill.  How you do it composes the choices you make
when defining your character--ie, roleplaying.
Title: New warrior skill.
Post by: Hot_Dancer on April 21, 2006, 03:12:08 PM
Doesn't sound useful. If you're fighting against more than one opponent your character has probably made a critical tactical error or enjoys flirting with the mantis head.

That being said, I wouldn't mind seeing it implemented as it doesn't seem unbalancing.  With a new day of stamina conservation for warriors(especially for desert elves!) on the way, I'd really doubt it would see much use. There's simply more bold and efficient moves to do.

Hot_Dancer
Title: New warrior skill.
Post by: Cale_Knight on April 21, 2006, 03:26:17 PM
As a warrior enthusiast, I have to say I don't really like this idea, and for a few reasons.

1) It wouldn't be terribly useful. At the cost of lots of stamina, and putting myself at great risk, I might get one or two extra attacks. Not worth it at all. If I really, really need to damage someone I'm not engaged with, I'll change my opponents.

2) Way too "fantasy combat" for my tastes, as others have mentioned. Just doesn't seem realistic.

I want to see warriors get a way to neutralize shields, and I really like Intrepid's "riposte" idea.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 03:31:28 PM
Quote from: "Intrepid"Skills in general add a lot to the game, actually.

It's not about kicking ass, it's the way your specific asskicker kicks ass.
A large amount of skills for any class allows you to pick and choose the
methodology your character would employ for any given thing.

I remember years ago that I suggested Archery for Assassins and was
laughed at...but why not be a sniper?  Coat your arrows in poison?  Fire
them from a concealed higher ground and run like hell?  Someone along
the line agreed, and the rest is history.

What you do is the skill.  How you do it composes the choices you make
when defining your character--ie, roleplaying.

No.  Skills do not add a lot to the game, well thought out skills add a lot to the game.  

For instance, we could add a skill that allowed assasins to get two backstabs for the price of one, I believe it's called 'circle stab' on many games.  Just think, they have two knives like?  So why not let them use them both, one knife in the small of your back and another knife across the throat! It makes perfect sense.  Or how about a warrior skill called third, fourth and fifth attack, where their skill in weapons make them able to better balance their attacks and increase them many times fold.  

All of the above mentioned skills exist on other games.  Would they be good for armageddon NO!  Incase you didn't get it, I was kidding about all of the above skills, because they are Hack slash tactical skills for a game that is about pk and combat.  This is not arm.  

What does a skill like twirl do for the game? It gives warriors another command to spam, and makes them more powerful and less realistic. Warriors are not comic book super heros.  you have to assume everyone in a fight is going to do everything they can to win.  If someone twirls their weapon, it's just not feasable to use in a fight except for showing off or intimidating, you give it a try, see how well it works for you, say maybe stick fight with three of your friends, then when your third frield simply circles around you to behind, see how well it works.. Hint: It won't.

Skills do NOT equal rp.  Emotes do not equal rp, code does not equal rp, code is there to help facilitate rp.  Mushes have fine rp and no skills.. Am I comparing arm to a mush or saying we should make it more mushlike? No, but I am shooting down the arguement that somehow using skills or using emoting is good rp or rp at all in it of itself.  It isn't.

Bottom line, skills can help or hurt the game, depending on what they do for the game.  If you want to play a game that has tactical fighting as a focal point of the game, there are lots out there, they're called pk and hack slash games.
Title: New warrior skill.
Post by: Intrepid on April 21, 2006, 03:53:43 PM
Quote from: "UnderSeven"No.  Skills do not add a lot to the game, well thought out skills add a lot to the game.

The difference in the word choice is a matter of opinion.  I would hope you
would have a little more respect for other opinions and ideas than what
you appear to be exhibiting currently...

Quote from: "UnderSeven"For instance, we could add a skill that allowed assasins to get two backstabs for the price of one, I believe it's called 'circle stab' on many games.  Just think, they have two knives like?  So why not let them use them both, one knife in the small of your back and another knife across the throat! It makes perfect sense.  Or how about a warrior skill called third, fourth and fifth attack, where their skill in weapons make them able to better balance their attacks and increase them many times fold.

Actually, you're grossly misinterpreting what I wrote.  It has nothing to do
with =omgomgomgpwngwtfbbqstfu!= it pertains primarily to the idea of
multiple skills and new ideas not necessarily being a bad thing.  I never
said I personally wanted this skill in circulation.  In fact, if you read back
through the thread, I suggested that it it was implemented, it should be
one of the last skills a warrior branches--not that I personally endorsed it.

Quote from: "UnderSeven"All of the above mentioned skills exist on other games.  Would they be good for armageddon NO!  Incase you didn't get it, I was kidding about all of the above skills, because they are Hack slash tactical skills for a game that is about pk and combat.  This is not arm.

Condescending to me isn't really going to help any argument you make,
other than render it more like the words of a paranoid alarmist.  I invite
you, instead of making personal attacks on my understanding of the
game, to re-examine my thoughts from a more general standpoint.  I've
been in this game as long as you have.  I understand it well enough,
believe me.  I have no need to "get it".  

Quote from: "UnderSeven"What does a skill like twirl do for the game? It gives warriors another command to spam, and makes them more powerful and less realistic. Warriors are not comic book super heros.  you have to assume everyone in a fight is going to do everything they can to win.  If someone twirls their weapon, it's just not feasable to use in a fight except for showing off or intimidating, you give it a try, see how well it works for you, say maybe stick fight with three of your friends, then when your third frield simply circles around you to behind, see how well it works.. Hint: It won't.

So now you condescend to original author who is only trying to make a
contribution to the game during a time when our ideas are hitting the
screen almost as fast as we can provide them.  Why not have a little more
respect and trust in both the playerbase and the imms to have the best
interests of the game in mind?  No one is looking for "pwnage" and no one
here is trying to break Armageddon.  Hint: Respect is what's for dinner.

Quote from: "UnderSeven"Skills do NOT equal rp.  Emotes do not equal rp, code does not equal rp, code is there to help facilitate rp.  Mushes have fine rp and no skills.. Am I comparing arm to a mush or saying we should make it more mushlike? No, but I am shooting down the arguement that somehow using skills or using emoting is good rp or rp at all in it of itself.  It isn't.

There are thousands of roleplay mushes.  I chose to log in to a mud that
has code to back the actions of roleplay.  I never claimed any one aspect
ever equated solely to roleplay.  Choices and customization are the things
that make your character different from the 1,000 other clones of it that
have ever existed.  And in all honesty, I never liked mushes.  I don't like
the idea of redoing a scene and I don't like the idea having to decide and
adjudicate any decision made from on high.  The game here can run on
automatic with imm maintenance and rarely require an imm stepping in.
I think you'll find that you're shooting at empty air here, as you've again
misinterpreted the concept behind my post.

Quote from: "UnderSeven"Bottom line, skills can help or hurt the game, depending on what they do for the game.  If you want to play a game that has tactical fighting as a focal point of the game, there are lots out there, they're called pk and hack slash games.

No, the bottom line is this: You have resentment for either players, the
staff or both, and you decided to take it out on me this fine day.  If you
have a problem with us, you might want to consult that list of tactical
games you find yourself preaching off to me and relocate. ;)

I would thank you to have a little bit more courtesy to myself and other
posters here in the future.  Someone with as much longevity as you should
remember the old post "Civility and its use in the world".  I suggest you
find and reread it.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 04:05:20 PM
I realize that I used quote in my previous post which may of made it seem like I was only talking to you intrepid, but that was not my aim.  I apologize for hitting a nerve, however offending people is not my goal, trying to make a point is.  It's very hard to argue a point, specifically one contrary to someone else's oppinion without rubbing them a little brashly.  I try very hard to keep my posts from attacking people personally and only going after ideas and thoughts and presenting my views why I think they are good or bad.  

That having been said I am sorry for offending you or anyone else.  I do however stand by my post.  I think telling me that I am disrespecting the players of this game and staff is however ludicrus and I'm not even going to comment further on that.  Think that if you want, say what you want on that, I dont care.

As far as the initial suggestion goes, I've said my peace on it.  Some good, some bad, more bad apparently, but My ultimate view, which is contrary and going to rub against other views is this:

I do not feel the game needs combat skills, if anything it needs to balance out the ones it already has.  Warriors starting out are the strongest fighting class. Warriors who are actually at the end of their skill tree is an ungodly warrior class.  Trust me on this one, a warrior currently, minus added additional end tree skills are gods.  Or don't take my word for it, instead just consider brand new warriors in clans who are owning everyone else on their base stats and skills alone.  This is not a class that needs help.  If we're going to consider more skills, I think we need to consider more skills to make mundane play and regular day lives more interesting.  Crafting and so on.  

There are so many dynamic edges to combat in this game, that I highly doubt too many peoplee have realized all of them.  From what i've heard, I'm certain I have not.  There is a lot of code that goes into the current game combat skills, a lot of behind the scenes stuff, Should we be making it more when already so much of it goes undiscovered?  I'm not convinced.

As far as disrespecting posters go, in order to disagree, present a case, argue with points, you have to go against other people's.  This can be taken as a personal insult or it can not.  I encorage people to post their ideas, but try to steel yourself against what may occur.

Having re-read my post, I'm sorry if I've offended you, but I'm not taking any of it back.
Title: New warrior skill.
Post by: Intrepid on April 21, 2006, 05:16:17 PM
Actually, it's entirely possible and simple to respectfully and intellectually
disagree with other people in a conversation.  That was not what you
were doing, Tetrad.

No one is trying to get your to take back anything.  This isn't a contest, it's
a discussion.  You of all people should know better.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 21, 2006, 05:50:30 PM
You know, somebody said that if warriors got more skills and so on, only a warrior would be able to stand against a warrior.

Well, uh, that's the way it should be.
Title: New warrior skill.
Post by: jhunter on April 21, 2006, 06:03:51 PM
Quote from: "UnderSeven"I beg to differ.  What does these skills add to the game?  Watch adds a lot, thanks to watch we have hemo and all those possibilities, the thief classes have expanded in their need for tactics and yes, group rp.  And Watch may have more options we havn't even fully considered yet.

But warrior skills that make warriors kick more ass than they already do?  Umm.. Excuse me?  Warriors are the undisputable king of the fight.  The only people who would be able to fight a warrior if we keep giving them toys is other warriors.  This would be an imbalance and unlike watch, which is an apples and oranges like comparison, an addition that would do nothing for the rest of the game as a whole.  Just warriors.

The only people who -should- be hanging in a fight with a warrior -is- another warrior. That's exactly as it should be.

I personally think that the addition of stamina drain that pretty much -only- affects warriors does nothing for the rest of the game as a whole.
Title: New warrior skill.
Post by: RunningMountain on April 21, 2006, 06:34:45 PM
I was going to say the same thing venomz and hunter said. No one else should be able to melee a warrior but another warrior. Just so its read three times.
Title: New warrior skill.
Post by: EvilRoeSlade on April 21, 2006, 07:59:30 PM
Quote from: "The7DeadlyVenomz"You know, somebody said that if warriors got more skills and so on, only a warrior would be able to stand against a warrior.

Well, uh, that's the way it should be.
And the way it already is.  Despite this, there are other classes that require melee combat to function, and thus continually heaping advantage after advantage on the warrior class will unbalance them.
Title: New warrior skill.
Post by: Armaddict on April 21, 2006, 08:08:28 PM
QuoteNo one else should be able to melee a warrior but another warrior.

Or someone who's -better at melee-.

Just because you're a warrior does not mean, that from the beginning, you should be able to stomp people into the dust in melee.  Rangers -can- melee, so can assassins, and even other classes.

The difference is where the masters of each class get to.  A -master- warrior will not be outmelee'd.  That doesn't mean the mediocre warrior who runs into a master ranger should be able to win consistently.  That's just plain ignorant to think.
Title: New warrior skill.
Post by: RunningMountain on April 21, 2006, 08:09:55 PM
Stop screaming balance. Rangers can kill with 1 fuckin' arrow if they get good enough, christ.
Title: New warrior skill.
Post by: Armaddict on April 21, 2006, 08:11:46 PM
I'm not screaming balance.

I'm stating logic.

And correcting the statement, and/or providing a supplement of...'yes, a -master- warrior will likely be unbeatable in melee.  Not every warrior.'

Calm yourself, RM.
Title: New warrior skill.
Post by: jhunter on April 21, 2006, 08:24:12 PM
I still disagree. Logically, a warrior, even a low-skilled one is -still- trained to fight -humanoids- in melee combat. A ranger is designed for hunting -non-humanoid- animals.

It should be no contest logically. No ranger should ever stand a chance in melee against a warrior unless they are a very skilled and exceptional ranger.

It's just plain wrong to think that one who is trained to fight humanoids should commonly be beaten by someone trained to fight beasts in melee. It should be the very rare exceptional ranger that can do this -at all-.

Edited to add: You're bordering on flames Armaddict.
Title: New warrior skill.
Post by: Armaddict on April 21, 2006, 08:35:18 PM
I'm not meaning to border on flames, jhunter.  I'm simply stating...it makes sense the way things are.

As for humanoid vs. non-humanoid...IF a man were able to sit there and duke it out in close combat with a bear, he would become suddenly useless when a man who boxes for a living throws a punch?  No.  While different, combat experience leads to combat experience, reactions, and general knowledge.

By your argument, a warrior should likewise never be capable of killing animals the way a ranger can.  Yet we all know they can.
Title: New warrior skill.
Post by: UnderSeven on April 21, 2006, 09:01:58 PM
More or less some of you have hit on my stuff, okay I worded it wrong, warriors are the best .. A warrior and ranger of 'equal skill' in a straight up fight the warrior should win.  But does that mean we need to make the warrior stronger?  Ahh no, because warriors are supposed to be the best fighters, that doesn't mean no one else is supposed to be able to compete with them.  Granted one skill or two skills isn't going to make them invincible to other classes, but it a step in that direction.  

Let me bring up another angle.  Consider the fun factor angle.  If warriors had more fancy skills would it be fun to play?  As warriors?  non-warriors would probably start to say screw fighting warriors, it's pointless, I'll just lose no matter what.  So that lets you fight what, other warriors or beasts.  

Yes a max ranger's arrows are nothing short of deadly.  But a maxed warrior's fighting is also deadly.   I don't think this comparison is going to do anything to argue that warriors need new toys.

P.S.
I apologize for the tone of my messages, I'm not trying to flame people, make them feel bad or personally attack them.  If anyone felt that way, it's really not my intention. I don't want people to stop posting their ideas either, anyone whose posted them knows well that it's very intimidating the responses you probably get.  I've been there too.  So I apologize and Kudos to those who have the guts to put it on the line.
Title: New warrior skill.
Post by: mansa on April 21, 2006, 11:13:02 PM
Ranger's also had their arrows nerfd.

Or,  should i say, a bug was corrected that didn't take into account armour on the receiver of the arrows.
Title: New warrior skill.
Post by: spawnloser on April 22, 2006, 01:20:04 AM
So rangers and warriors aren't nearly as bad ass as they used to be?  ...some of what made them bad ass were bugs?

Great.

Oh, yeah...with my next warrior I plan to get cleave and then great cleave and then supreme cleave.  Screw this whirlwind crap.
Title: New warrior skill.
Post by: Sir Diealot on April 22, 2006, 01:40:39 AM
Goddamn right!  

I want my warrior to spawn more Mantis heads than the Hive-Queen thing.
Title: New warrior skill.
Post by: The7DeadlyVenomz on April 22, 2006, 02:50:05 AM
Underseven, can I suggest something?

If you feel too many skills are suggested that make Warriors or Rangers or Halasters too deadly or too unbalanced, suggest or encourage the suggestion of skills for other more ignored classes that help bring back balance in your mind.

I respect your wish to keep the game in balance, but in all honesty, I really don't feel like any of the classes are balanced against one another. I feel like each class is, in its field, the best there is. They are all gears in a machine, and they don't have to equal one another. If this game -was- a H&S, I could understand that viewpoint, but it's not. It's an RPI. Realistic skills, such as RM's idea in moderation, are realistic additions.

In the desert, armor or no armor changes, and with equal playing time, a Ranger will own a Warrior if that Ranger is playing his class right. An Assassin will own any other combat class in the city and in the right circumstances, because that is what they do best. And a Warrior will own any class in a hand-to-hand fight, and that's the way it is.

That's the way it always should be, as long as we have classes.
Title: New warrior skill.
Post by: Bebop on April 22, 2006, 04:24:14 AM
I no like.

People aren't going to stop their oncoming attacks for you to "whirlwind" them all.  Reminds me of like a magicker attack or like old school RPGs luminare everyone in the square *vhoom!*
Title: New warrior skill.
Post by: jhunter on April 22, 2006, 09:03:23 AM
Quote from: "7DV"They are all gears in a machine, and they don't have to equal one another.

No they don't have to be equal to one another. I agree with that, they do each have their own areas of expertise and they should be the best at it.

They -do- have to live in the same world where physics should be the same for all of them regardless of guild. If warriors experience stamina drain (even if it's only for the use of some of their combat skills) I think that all pcs should feel the effects of stamina drain in combat. The main problem is, it makes stamina count -more- for a warrior pc in combat than it does for any other non-warrior pc in combat. That is -not- applying the same physical affects on all pcs regardless of guild.

Realistically, stamina would count for -anyone- in combat. They say that the change was made to prevent people from spamming those commands and to make it more realistic but it only makes the other guilds -more- unrealistic in comparison.

It is IMO, like applying the use of movement points/hit points/stun points..etc.. to only one guild and none of the rest.
Title: New warrior skill.
Post by: spawnloser on April 22, 2006, 10:08:37 AM
My biggest concern is that the game recognizes your character attacking one person.  That is your target.  When you 'kick' when in combat, you automatically target that person.  Can the game recognize, for your character, all hostiles and seperate them from all non-hostiles?  I don't know the code nearly well enough to know if this is the case or not.  If not, this attack may be like some other effects in the game where it hits all friendlies and non-friendlies alike.
Title: New warrior skill.
Post by: valakas on May 10, 2006, 07:12:22 PM
I like the idea ,but not that much of a hit all people fight you skill... I would like for master warriors to hit maybe 2 people at a time or somthing like that.


With a large weapon say... a great sword you have a random chance to hit more then one person. You swing with the great sword you kill one guy and the swing passes though the first guy and hits the second. With a large weapon like the great sword if you kill one person and you are fighting two you have a random chance to hit the second.

Or with you duel whielders you have a skill that you can use to hit two people at the same time ,but one of them (the one with a high weapon skill of whatever they are using) auto attacks you. The attack is not a free attack ,but just a normal attack.

Again this should be for master warriors only.

Theese are just my thoughts.
Title: New warrior skill.
Post by: Anarchy on May 10, 2006, 08:47:39 PM
How about, as a trade off, we give warriors an automatic skill called "Counter" or some such, when dealing with multi opponents.

In a nut shell, when fighting more then one person - for every attack a warrior manages to parry, they get a free hit to whomever it is that is now "off guard" regardless if they are not the ones they are targetting in combat.
Title: New warrior skill.
Post by: EvilRoeSlade on May 10, 2006, 09:50:26 PM
Why don't we give warriors a skill so that whoever they look at dies?

Rangers can branch it too at a later date.

My point being, is that I'd like to see a compelling arguement for why warriors should be given a boost to power, before people just start shooting out random suggestions about what new capabilities a warrior should have.
Title: New warrior skill.
Post by: FightClub on May 10, 2006, 10:06:40 PM
OR MARYBE! We can get shouts, that boost the parties endurance, hp, and STRENGTH!!!! And, one for a warcry, one to make enemies flee, and one to too, yes![/sarcasm]

If I did -anything- to warriors, I'd dump them low level scan, and blame it on their sixth sense, much like blind fighting, which would be incorporated into this new jihad skill.  Secondly, I might select something like Mastery weapon skill, and grand mastery (for dwarves who have weapon focii as their focus)

The weapon masteries would be basically one skill only.  Slashing, cleaving, blugeoning, whatever your skill is -- that would be it.  It would only occur after you'd max'd that practicular weapon style, and got parry, block, dual wield to an adequate size. This skill would further improve upon the damage, speed, and accuracy of the weapon while using one.  And help to negate the harmful effects of multiple attacks, because a warrior of this skill would be strategically moving to make multiple attacks do more harm to themselves, then him. While  Weapon Grandmastery would be only avail to dwarves with weapon focus (or perhaps everyone)  It would basically be the same as the previous, except amplified.  It would be like max parry, dwield block, weapon skill, and weapon mastery.  It would grant some nasty bonuses as well.

Huzzah, but that's my idea, thoughts?
Title: New warrior skill.
Post by: Aldiel on May 10, 2006, 10:13:36 PM
Fecking awesome, I love it.
Title: New warrior skill.
Post by: Eternal on May 10, 2006, 10:17:01 PM
Other than dervish (which relies on light weaponry and very, very quick footing)... I don't see any realism in this.  Then again, it could definitely be magick.  Spinning around with a bladed weapon isn't smart, especially if that weapon is any larger or heavier than a damascene scimitar.

Lord Templar Hard Nose thinks:  "Doesn't work for me, too showy, stupid northerner trick."
Title: New warrior skill.
Post by: Olgaris on May 11, 2006, 02:26:28 AM
I think the power of 'change opponent' is underestimated in a warrior's arsenal.
Title: New warrior skill.
Post by: TheGivingTree on May 11, 2006, 02:28:09 AM
Quote from: "Maybe42or54"Well, with longswords, halberds and the likes, I could see a command called "sweep."
You sweep your weapon around you!
You slash the half giant on his head, nicking him.
You mutilated the skinnies foot!
You barely graze the mul.
You dismember the halfling!

Ooo... with a weapon that has a long reach.. I like that idea. O__o
Title: New warrior skill.
Post by: Cenghiz on May 11, 2006, 04:38:41 AM
I tried to program my own MUD twice, using Java.. At first attempt, I realized java's automated garbage collection is sometimes 'garbage'... At my second attempt I was nearly succesful after six months, then RL claimed me. Now I'd rather rewrite the code from the beginning with the new tricks I have learned instead of keeping the old code and.. I don't feel like it right now.. But there were two special moves I had programmed for fights, which may be applied to ARM in a sense.

Flank: Every time you dodge your victim, there's a chance you dodge to a flank with your speed and the opponent you dodged has his/her AC lowered till he does anything else - take damage, dodge, parry or strike -

Of course this gives great advantage to the speedy ones.. So there was another trick to counter it. I couldn't find a good name for it so I just called it...

Push: Every time you parry your opponent, there's a chance you 'push' his/her weapon away. Without weapons in a stance, the opponent is vulnerable till he finds a chance to make a move - take damage, strike, dodge or parry.

They were balanced for my setting, but in ARM we do have d-elves with great speed and half-giants with great strength. D-elven rangers and h-giant warriors would receive great advantage instantly with these skills.. Still I wanted to put the ideas here, in case it may cause some brainstorming and better ideas.
Title: New warrior skill.
Post by: Tlaloc on May 11, 2006, 09:49:35 AM
Quote from: "Olgaris"I think the power of 'change opponent' is underestimated in a warrior's arsenal.

I agree.
Title: New warrior skill.
Post by: The7DeadlyVenomz on May 11, 2006, 10:18:31 AM
Quote from: "Tlaloc"
Quote from: "Olgaris"I think the power of 'change opponent' is underestimated in a warrior's arsenal.

I agree.

How?

I agree that being able to change opponents is a useful ability, but how is it being underestimated? It's used plenty.
Title: New warrior skill.
Post by: jmordetsky on May 11, 2006, 11:24:24 AM
Quote from: "Tlaloc"
Quote from: "Olgaris"I think the power of 'change opponent' is underestimated in a warrior's arsenal.

I agree.

I've decimiated by a smart person using change opponent when I thought I was happy and safe.

I don't like the original idea. I have visions of the chubby starwars kid helicopter blading in with that dumb grin on his face.

I still really like styles. Even if it was just heavy on the offense or heavy on the defense etc. Though, the ability to fight defensively has the possibility of making characters with high agility levels near unhittable.
Title: New warrior skill.
Post by: Delirium on May 11, 2006, 11:59:56 AM
Quote from: "Olgaris"I think the power of 'change opponent' is underestimated in a warrior's arsenal.

It really is.  I remember beating people over the head with it during training with a past character, and until then, most of them hadn't even used it or heard of it.  It's a very useful command, though it does get somewhat less useful when all the NPCs attacking have the exact same sdesc... (insert shameless plug for randomized NPC sdescs...)
Title: New warrior skill.
Post by: spawnloser on May 11, 2006, 07:07:05 PM
Imagine this...I'm in combat with a couple soldiers, and I'm doing okay...but what I'm really trying to do is get to the Templar behind them.  How do you do it without leaving combat?  Figure it out.  I know how.

Editted to add that this has to do with recent staff comments on this thread.
Title: New warrior skill.
Post by: The7DeadlyVenomz on May 11, 2006, 07:24:08 PM
So do I. I still don't know what that has to do with under-estim ... wait a minute, maybe I do.

Still, what does any of that have to do with a sweep skill?
Title: New warrior skill.
Post by: spawnloser on May 11, 2006, 09:59:08 PM
Quote from: "The7DeadlyVenomz"Still, what does any of that have to do with a sweep skill?
Heh, I don't know exactly why the staff posted the bit about 'change opponent.'  I just know that I think many people do underestimate it.

To the original 'whirlwind' idea, I just think it's unrealistic.