by Draco » Mon Sep 29, 2008 12:00 am
I like this... but perhaps it can be changed so things can be more versatile.
I think the attacking system is nice in xen, you click something, and you attack it... simple and easy to use.
Maybe here, when you click on a monster, it puts a faint target under the monster's feet indicating they're your chosen target.
You should allow players to change their actions...
(M1 = Mouse 1 / leftclick)
(M2 = Mouse 2 / rightclick)
(M3 = Mouse 3 / middle button)
All of these [Things] are keys that can be changed in the options screen to any buttons or keys. If you double click some keys, it should show a list of M1, M2 or M3 for you to choose from, as well as be able to change them to normal keyboard keys by just clicking once.
[M1] Primary Attack
[M3] Block
[M2] Some other option for right-click
[Shift] Move in Direction
Someone could change it around to...
[Shift] Primary Attack
[M2] Block "block using right-mouse"
[M3] The original M2 option, or none... in case someone doesn't have a 3 button mouse.
[M1] Move in Direction
With the second set of keys, you could hover your mouse over a monster and just hit shift and your character will go towards it and choose that as the attack target... while normally clicking leftmouse will just move in the direction, and not hit anything.
This would be so versatile, allowing players to set even Attack to 'A', or set Block to the first mouse button, set Move in Direction to 'S', ect...
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As for the balance of 2H weapons to blocking... with one of my other ideas about spells being on equipment, this could allow 2H weapons to give a buff for critical hits with their weapon, or some special attacks, or maybe just make the damage even more for 2H weapons.
I think maybe there can be a barely visible bar showing next to a player's HP or somewhere, or maybe not show at all... that controls the blocking rate of a player.
It can start at 100%, and each time the player blocks, it reduces damage taken equal to the blocking power left upon being hit.
Each time a player blocks, their blocking power goes down by 1/3rd of current.
Example shown:
Player is idle with 100% blocking power.
Player blocks, not taking any damage; Blocking power reduced to 67%
Player blocks, taking 33% of full potential damage; Blocking power reduced to 45%
Player blocks, taking 55% of full potential damage; Blocking power reduced to 30%
Player blocks, taking 70% of full potential damage; Blocking power reduced to 20%
Player blocks, taking 80% of full potential damage; Blocking power reduced to 13%
Player blocks, taking 87% of full potential damage; Blocking power reduced to 4%
Player blocks, taking 96% of full potential damage; Blocking power reduced to 1%
From here on, player takes 99% damage.
You see, the more you block, the more of an impact you're taking and the less you're likely to withstand the next attack fully, but at least you're still able to hold your shield up, which still helps. Perhaps the maximum blocking power can be about 80%, to allow at least 20% damage to go through even on the first hit.
This allows blocking to be relatively helpful overall, no matter how much you block, until it gets to the point where you're blocking too much and just taking beating after beating til where blocking is pointless.
Perhaps if your blocking power is below 10% you can't block until it goes back up to 10%... but if you're always blocking, you're only reducing your damage by 10% every time you're able to again... which in the middle of battle would be every 2 seconds... not worth taking 10% damage less when you can deal much more in damage to your opponent unless you really need that 10% less on the next hit to keep you alive.
Blocking power can have a steady recovery rate, like 5% of "maximum block rate" a second... if you're at 20% blocking rate out of 80% it would take 15 seconds or so to reach 80% again... and if you haven't been hit/blocked a hit within the last 5 seconds, the recovery rate can be 10% (of maxmum block rate) a second... it would take 7.5 seconds to get back up to 80% from 20%.
Regenning 5% of maximum block rate (80% from shield) = 4% blocking power a second.
Regenning 10% of maximum block rate (80% from shield) = 8% blocking power a second.
Regenning 5% of maximum block rate (50% from staff) = 2.5% blocking power a second.
Regenning 10% of maximum block rate (50% from staff) = 5% blocking power a second.
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Also, mages can already be balanced and be able to block, but maybe there can be "maximum blocking rates" for certain things...
Lower shields can offer maximum blocking rates of 60%... and higher shields offer 80%.
Staves can offer 50% max blocking rates... meaning mages can still block but the first hit they block will only be reduced by 50%, then the 2nd hit by 33%, third reduced by 22%, fourth by 15%, ect... (Note, these examples are without the block rate recovery time in place)...
Of course there's going to have to be adjusting, but I tried to get as close to a good system as possible.
This system would also allow shields and staves to have unique maximum blocking rates/regen rates, depending on how much the player likes to block... and adds more versatility to more shield and staff variations.
"Most staves"
Blocking Power: 50%
1st hit reduces dmg by 50%
This shield regens 2.5% power/sec in battle.
'Guard Staff'
Blocking Power: 75%
1st hit reduces dmg by 75%
This shield regens 3.75% power/sec in battle.
"Most shields"
Blocking Power: 80%
1st hit reduces dmg by 80%
This shield regens 4% a sec in battle.
'Guardian Shield'
Blocking Power: 95%
1st hit reduces dmg by 95%
This shield regens 4.75% power/sec in battle.
Of course, only the "Blocking power" or something similar would show in the item stats, not the other details.