Armageddon General Discussion Board

Archived Forums - No Longer Used => Ask the Staff => Topic started by: Dar on January 31, 2023, 03:30:24 AM

Title: Strength.
Post by: Dar on January 31, 2023, 03:30:24 AM
Heyo.

Question is coming from a veeerry obsolete knowledge of current coded affairs of the game and most of my sources of information are comments from others on the forum.

Way I understand it, strength has an incredible impact on combat proficiency compared to any other stat. This has always been so, and got only more significant with changes in weapons. (ie. Backstab is much weaker now that stabbing weapons are so low damage).  A hint related to that became evident when Halaster fixed a bug where people with low strength having a triple penalty while wielding two handed weapons. Did that mean that people with high strength received triple bonus?


So my question is this. The way the strength is impacting combat ability. Does staff consider it to be the way it should be? Is staff planning to change it somehow? Balance it somehow with agility, or whatever else?
Title: Re: Strength.
Post by: Halaster on January 31, 2023, 09:40:17 AM
Quote from: Dar on January 31, 2023, 03:30:24 AM
So my question is this. The way the strength is impacting combat ability. Does staff consider it to be the way it should be? Is staff planning to change it somehow? Balance it somehow with agility, or whatever else?

Yes, it is the way it "should" be in that it's working exactly as the people who coded it meant for it to work.  There's a lot of reasons why it is the way it is, but ultimately it's "working as intended".

That said, are we looking into it?  Yes.  Brokkr and I (with input from other staff) are discussing and looking at ways to overhaul the combat system, including balancing the influence of strength and agility on combat.  We're at the point now where we have multiple spreadsheets with probabilities and calculations out the wazoo.  We haven't talked much about it publicly because it's still early in the idea stages.  Our goal is to "balance" combat and improve it, while not overdoing the changes leaving current combat characters in a bind.