Make Combat More Interactive
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MorbiusMonster
Dark Avorian
The Empty Lord
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Make Combat More Interactive
First topic message reminder :
For the most part this idea only effects Ranged and Melee combat, and this will be difficult to amend so long as Magic is predominantly weaponless (or rather, without class-specific weapons). Ideas of mine such as Conjuring and Firearms would provide Magic the equipment it requires to truly utilise this idea; but wands and—to some extent—staffs will also allow it.
This update doesn't require that players interact more than they already do. In a nutshell, the entirety of the current Combat Styles panel can be found in the top and bottom line of the revised panel: the weapon name, combat level, attack styles (accessed via right click) and auto-retaliate. The special attack is the only feature to have changed (see on).
All weapons would be given a single "default" attack, likely one it's current combat styles (it's experience type can be changed via right-click). In addition, all weapons would be given the following;
• Between two and three perks (aka "abilities", "alternate attacks" or simply "attacks").
• A circle augment slot.
• Between zero and two specialized augments slots.
Augments too have effects, and come in two varieties: active and passive. Active effects come into effect when the icon is clicked (can be both one-off and duration based); whilst passive effects are always in effect whilst the augment is in use. "Active" effects have cool downs just like perks, and just like perks these cool downs will come into effect when the weapon is first equip (an active cool down will not effect any passive effects).
Regarding my comment at the top, the lack of special attack bar is the only part of this suggestion which impacts the current combat system (as all other features are optional). Special attacks will appear as active effects on augments (unless their effects are changed as part of the update, I reckon Excalibur's Sanctuary should have an area-of-effect passive too); removing the special attack bar. Players who use a single weapon will likely find this update beneficial, as they can use attacks more frequently; whilst players who weapon-hop will find this detrimental, as there is no global control for special attacks (and switching weapons will in fact reset any active cool downs).
Whilst I've jokingly used the little warrior icon to display a message, that icon could bring up a full list of personal effects (such as the Slayer Mask, etc.).
A player cannot be affected by any more than there are slots available - so a player that is poisoned and diseased cannot be further afflicted. You can ignore/remove boosts by right-clicking on them, however, curses cannot be removed without appropriate action (such as an anti-poison potion). In the event that you have no available slots and someone tries to use something, there are instances where your current effects might be temporarily (or permanently) replaced. For example, temporary boosts will take precedence over passive boosts (as you'll get the passive back when it's done). This isn't normally the case for curses, as getting poisoned might be considered a safe-guard to more powerful area-of-effect curses (which wouldn't be fair).
To make things easier, most effects would be given some sort of priority rating. Also, like-effects (such as poison and specific skill boosts) would replace weaker effects. Effects such as those aforementioned generally won't stack, but this would (again) be case-by-case.
For the most part this idea only effects Ranged and Melee combat, and this will be difficult to amend so long as Magic is predominantly weaponless (or rather, without class-specific weapons). Ideas of mine such as Conjuring and Firearms would provide Magic the equipment it requires to truly utilise this idea; but wands and—to some extent—staffs will also allow it.
This update doesn't require that players interact more than they already do. In a nutshell, the entirety of the current Combat Styles panel can be found in the top and bottom line of the revised panel: the weapon name, combat level, attack styles (accessed via right click) and auto-retaliate. The special attack is the only feature to have changed (see on).
All weapons would be given a single "default" attack, likely one it's current combat styles (it's experience type can be changed via right-click). In addition, all weapons would be given the following;
• Between two and three perks (aka "abilities", "alternate attacks" or simply "attacks").
• A circle augment slot.
• Between zero and two specialized augments slots.
- A modification to the interface to accommodate shield slots:
- This image includes some features that have yet to be explained, but read on.
Shields would be given a single slot, which isn't lost upon trade (similar to the circle slot). The shape of the shield-slot can vary (for weapons such as Anti-Dragonfire and Spirit Shields), but this for the most part this will be a standard shape.
Augments too have effects, and come in two varieties: active and passive. Active effects come into effect when the icon is clicked (can be both one-off and duration based); whilst passive effects are always in effect whilst the augment is in use. "Active" effects have cool downs just like perks, and just like perks these cool downs will come into effect when the weapon is first equip (an active cool down will not effect any passive effects).
Regarding my comment at the top, the lack of special attack bar is the only part of this suggestion which impacts the current combat system (as all other features are optional). Special attacks will appear as active effects on augments (unless their effects are changed as part of the update, I reckon Excalibur's Sanctuary should have an area-of-effect passive too); removing the special attack bar. Players who use a single weapon will likely find this update beneficial, as they can use attacks more frequently; whilst players who weapon-hop will find this detrimental, as there is no global control for special attacks (and switching weapons will in fact reset any active cool downs).
- Augment information:
- Augments come in an array of shapes, such as (although this list may change to become more/less specific);
• Circle - Non-specific
• Ellipse - Shortbows and crossbows
• Semi-circle - Other bows
• Triangle - Daggers and shortswords
• Square - Longswords, scimitars and maces
• Rectangle - Warhammers, battleaxes and broadswords
• Pentagon - Quarterstaves, staves and wands
• Hexagon - Polearms
• Circle - Generic augments (inc summoning)
• Cross - Moderate generic augments (inc summoning and constitution)
• Crossed-circle - High-levelled generic and bound augments. (inc summoning, prayer and constitution)
• Triangle - Ranged-based augments.
• Square - Melee-based augments.
• Pentagon - Magic-based augments.
• Hexagon - Ranged-strength augments.
• Rectangle - Melee-strength augments.
• Heptagon - Magic-strength augments.
• Semi-circle - Light weapon augments. (most are speed-based effects)
• Rhombus - Standard weapon augments. (mix of speed, damage and defence).
• Trapezium - Heavy weapon augments. (most are damage/defence based effects)
• Kite-shield - Shield-augments.
• Dragon - Draconic Visage.
• Spirit - Spirit Sigils.
Augments can be obtained as direct drops, from weapons/weapon drops and as rewards. Some augments are bound to the weapon that they are found in, such as Dragon Weapons and most existing weapons with special attacks or set-effects. A bound augment is always circular.
A weapon with customized augments cannot be traded. If dropped, any non-bound augments will be dropped loose (inadvertently this will probably be the quickest way to clear augments from an item)(non-tradeable augments won't be visible to other players). Upon being traded a weapon will lose one of it's default number of specialized augment slots (this can remove all specialized augment slots)(the circle slot is not affected by this). Hopefully, this loss can occur at the recipient's side so that players can drop and reprise their own items (such as in event of death) without damaging their weapon... although, this could be a penalty of death (and thus don't bother, just have it happen when dropped)(although this would make my dropping-to-remove comment undesirable).
The premise of slot loss is to award getting it an item for yourself without making it non-tradeable, and thus no longer worth obtaining.
Some example augments;
• Frenzy (Triangle) — Increases weapon speed by 2 for 10 seconds. (active)(30 sec)
• Dragon's Rage (Pentagon) — Increases magic damage by 15%. (passive)
• Dragon's Eye (Ellipse) - Increased attack ranged. (passive)
It's possible that augments could have level requirements to insert, or to use. Although, ideally, the requirement to wield the weapon should be the only limitation on this system. Percentage effects would be the best solution... something such as Dragon's Rage isn't overpowered at low levels (although I'd imagine it's expensive), as it's 15%. An added pro to the slot-loss system is that, unless the low-level acquires the item themselves, the item may not have a pentagon slot in the first place.
Proposed that augments could be player-made, or at least some of them. For example, unstrung amulet could be enchanted as that to create augments. These would be circular, and thus generic/non-specific in their effects.
- Description of the image:
- Air Staff
- Attacks:
- - Default: Assertive, Stab, Attack XP
- - Perk 1: Focus
- - Perk 2: Pound
- - Perk 3: Shunt
- Augments:
- - Circle: Empty
- - Pentagon: Warlock's Rage
- - None
The image shows that Pound has recently been used. The Shunt attack, which the player is viewing, knocks the enemy back one pace, and stuns them for one second. This perk is designed to stall, and his no impact on the damage dealt (although damage dealt would still be required for the effect to activate). The player is also using the Warlock's Rage augment, which has two abilities: a passive ability that will occasionally save runes; and an active ability that will cast a free spell (with a 5 second cool down). Warlock's Rage is not bound, and can be removed and placed in another weapon.
- An altercation:
- This spoiler denotes a now-unused functionality. The difference in the image is the default attack, here "Bash", now "Assertive" to denote the experience type. The reason for this change was that the reasons behind it did not outweigh the predicted public outrage.
The motivation behind using only a single experience type per default attack was to create a need for unused weapons types as players would not be able to easily train all their melee-combat skills on a single weapon choice. For example, a dagger would only be useful for training Attack, whilst a battleaxe would be used to train Strength and spears still being used to train both at once. Note I said "easily train", as most weapons will feature perks that would earn experience in the other skills and so training all combat stills is still possible with one weapon (it's just not pure-friendly).
This was replaced with the ability to right-click.
In this version, Defence is unlikely to have any weapons that their default attacks are defensive (on principle)(you may disagree, admittedly I didn't think very hard here). On the fly, I could only think of four solutions (assuming that the right-click isn't used in general practice);
• Defensive be the only option available via right-click, perhaps even not available on all weapons.
• There is a toggle to enable defence, but this wouldn't allow defence-only.
• Defence experience from perks is substantial enough to replace the lack of defence-style, but this still doesn't allow for defence-only.
• Perhaps one-handed weapons may only have a maximum of two perks, and equipping a shield or secondary weapon will add an additional perk that will allow for defence experience (again, this doesn't allow for defence-only.
- An alternative with 6 affliction slots:
Whilst I've jokingly used the little warrior icon to display a message, that icon could bring up a full list of personal effects (such as the Slayer Mask, etc.).
- ...like this!:
A player cannot be affected by any more than there are slots available - so a player that is poisoned and diseased cannot be further afflicted. You can ignore/remove boosts by right-clicking on them, however, curses cannot be removed without appropriate action (such as an anti-poison potion). In the event that you have no available slots and someone tries to use something, there are instances where your current effects might be temporarily (or permanently) replaced. For example, temporary boosts will take precedence over passive boosts (as you'll get the passive back when it's done). This isn't normally the case for curses, as getting poisoned might be considered a safe-guard to more powerful area-of-effect curses (which wouldn't be fair).
To make things easier, most effects would be given some sort of priority rating. Also, like-effects (such as poison and specific skill boosts) would replace weaker effects. Effects such as those aforementioned generally won't stack, but this would (again) be case-by-case.
Last edited by 3mptylord on Sat Apr 09, 2011 8:09 am; edited 32 times in total
Re: Make Combat More Interactive
You know, special attacks could just be improved so that they remain "special". For example, most special attacks at the moment only feature an "active" effect, whilst the new augment system would be compatible with multiple effects. Thus, it would make sense to update existing special attacks.
Excalibur's Sanctuary Augment. (Active) Raises players defence by 8 levels. (Passive, Unique) Raises allied players strength by 1 level when fighting the same target.
P.S. You missed the huge list of existing augments.
(in the following lists, "unique" means that it's the only of it's kind... not a non-stack effect)
(perhaps a better word than unique could be used for non-stack?)
Unique, bound augments;
Shock, Sever, Cleave, Shatter, Rampage, Sweep, Clobber, Powerstab, Slice'n'dice, Blighted, Wretched, Infested, Tainted, Corrupted, Defeiled, Smash, Feint, Spear Wall, Miasmic, Phantom, Hamstring, Crack (formally energy drain), 'Rum'ify, Sanctuary, Sanctuary+, Weaken, Impale, Power of Light, Reap, Backstab, Liquefy, Favour of the War God, Saradomin's Lightning, Disrupt, Judgement, Warstrike, Healing blade, Ice cleave, Snap-shot, Chainhit, Soulshot, Restorative shot, Balanced shot, Twin shot, Snipe, Defiance, Descent of Darkness (descent of dragons will be a conditional active) and Aimed shot
Repeating, bound augments;
Quick smash, Shove, Retainer, Powershot and Leaf-blade.
Uniquely-shaped, non-bound augments;
Unique, non-bound augments: Arcane sigil, Divine sigil, Elysian sigil, Spectral sigil, Draconic visage, Saradomin Strike, Claws of Guthix and Flames of Zamorak
Weapons that increase magic damage (existing augment);
Staff of Light (15%), Ahrim's Staff (10%) and Zuriel's Staff (10%)
Weapons that increase magic damage (no current augment);
Chaotic Staff (20%), Ancient Staff (10%), Master Wand (10%), Void Knight Mace (10%) and Gravite Staff (10%)
By "existing augment" and "no current augment" in the last two: the weapons citing "existing augment" are weapons that have a special attack (and thus an augment has already been listed, which the effect can be passive on). The other, "no augment" ones do not have a special attack... thus there is no current special attack name for them to piggyback.
Claws, Flames and Strike should all be non-bound, but uniquely shaped (despite Claws currently being the only one at present (both Guthix and Void Knight)). The only source of the augments would be the staffs (which are non-tradeable), but the augments can also be placed in the books. The augment would still have charges, regardless of if in the staff or book.
Excalibur's Sanctuary Augment. (Active) Raises players defence by 8 levels. (Passive, Unique) Raises allied players strength by 1 level when fighting the same target.
P.S. You missed the huge list of existing augments.
(in the following lists, "unique" means that it's the only of it's kind... not a non-stack effect)
(perhaps a better word than unique could be used for non-stack?)
Unique, bound augments;
Shock, Sever, Cleave, Shatter, Rampage, Sweep, Clobber, Powerstab, Slice'n'dice, Blighted, Wretched, Infested, Tainted, Corrupted, Defeiled, Smash, Feint, Spear Wall, Miasmic, Phantom, Hamstring, Crack (formally energy drain), 'Rum'ify, Sanctuary, Sanctuary+, Weaken, Impale, Power of Light, Reap, Backstab, Liquefy, Favour of the War God, Saradomin's Lightning, Disrupt, Judgement, Warstrike, Healing blade, Ice cleave, Snap-shot, Chainhit, Soulshot, Restorative shot, Balanced shot, Twin shot, Snipe, Defiance, Descent of Darkness (descent of dragons will be a conditional active) and Aimed shot
Repeating, bound augments;
Quick smash, Shove, Retainer, Powershot and Leaf-blade.
Uniquely-shaped, non-bound augments;
Unique, non-bound augments: Arcane sigil, Divine sigil, Elysian sigil, Spectral sigil, Draconic visage, Saradomin Strike, Claws of Guthix and Flames of Zamorak
Weapons that increase magic damage (existing augment);
Staff of Light (15%), Ahrim's Staff (10%) and Zuriel's Staff (10%)
Weapons that increase magic damage (no current augment);
Chaotic Staff (20%), Ancient Staff (10%), Master Wand (10%), Void Knight Mace (10%) and Gravite Staff (10%)
By "existing augment" and "no current augment" in the last two: the weapons citing "existing augment" are weapons that have a special attack (and thus an augment has already been listed, which the effect can be passive on). The other, "no augment" ones do not have a special attack... thus there is no current special attack name for them to piggyback.
Claws, Flames and Strike should all be non-bound, but uniquely shaped (despite Claws currently being the only one at present (both Guthix and Void Knight)). The only source of the augments would be the staffs (which are non-tradeable), but the augments can also be placed in the books. The augment would still have charges, regardless of if in the staff or book.
Re: Make Combat More Interactive
To be honest, I have very little to say about what you've written. And thats a good thing, it just means that I agree with it, not that I couldn't be bothered to read it
Adding passive effects to special attacks sounds like a solution that could work. As with your previous idea, I'm willing to go with it and decide towards the end whether specials have become too weak. Obviously, this makes the chance of my doing so much less likely.
I have some augment ideas that I want your opinion on, too
I had an idea for 9 active shield augments, that will block 10, 20, and 30 percent of melee, missile or magic damage for a period of 20 seconds when activated. No idea what their names should be though...
Ideas for another set of augments. These are extremely rare, high powered ones... Once activated, you enter a 5 second state where you cannot attack. After this 5 seconds, 5% of any damage you take in that period is given as a boost to a particular skill (I was thinking of having an augment that would do this for attack, strength, defense, ranged and magic). This effect will fade in 30 seconds. 5 minute recharge time
A third set called the siphon set. These allow you to drain unwanted combat stats back into your health. 10 points are lost per activation, which will heal 100 LP. There will be siphons for attack, strength, defense, magic and ranged, but all of these would probably have to be cross augments. Cooldown of 1 minute
My fourth idea for a set is a group of augments called Sacrifices. These work very similarly to siphons, but are for prayer instead of lifepoints. It'll cost the player 20 points per activation, which will restore 5 prayer points. Cooldown is, again 1 minute and there would be one of these for each combat stat (Sacrifice mage, sacrifice ranged, etc). Would probably stick these under prayer augments...
The boost set: We've touched on this, but I wanna get it formalised. The boost set consists of 15 augments (5x3) that boost your skill and the same skill of allied players within your radius by a certain percent for 1 minute. Percentages are 5, 10 or 15, thus there are 3 boosts for each of the 5 combat skill
Others...
Sponge - an item with this augment can absorb up to 5 doses of any potion and release them (giving the exact same effect as the potion itself) when activated. Cannot store more than one type of potion at once. Essentially a low level augment aimed at saving inventory space
Super sponge - a higher levelled version of sponge. Will accept up to 8 doses of any potion
Adding passive effects to special attacks sounds like a solution that could work. As with your previous idea, I'm willing to go with it and decide towards the end whether specials have become too weak. Obviously, this makes the chance of my doing so much less likely.
I have some augment ideas that I want your opinion on, too
I had an idea for 9 active shield augments, that will block 10, 20, and 30 percent of melee, missile or magic damage for a period of 20 seconds when activated. No idea what their names should be though...
Ideas for another set of augments. These are extremely rare, high powered ones... Once activated, you enter a 5 second state where you cannot attack. After this 5 seconds, 5% of any damage you take in that period is given as a boost to a particular skill (I was thinking of having an augment that would do this for attack, strength, defense, ranged and magic). This effect will fade in 30 seconds. 5 minute recharge time
A third set called the siphon set. These allow you to drain unwanted combat stats back into your health. 10 points are lost per activation, which will heal 100 LP. There will be siphons for attack, strength, defense, magic and ranged, but all of these would probably have to be cross augments. Cooldown of 1 minute
My fourth idea for a set is a group of augments called Sacrifices. These work very similarly to siphons, but are for prayer instead of lifepoints. It'll cost the player 20 points per activation, which will restore 5 prayer points. Cooldown is, again 1 minute and there would be one of these for each combat stat (Sacrifice mage, sacrifice ranged, etc). Would probably stick these under prayer augments...
The boost set: We've touched on this, but I wanna get it formalised. The boost set consists of 15 augments (5x3) that boost your skill and the same skill of allied players within your radius by a certain percent for 1 minute. Percentages are 5, 10 or 15, thus there are 3 boosts for each of the 5 combat skill
Others...
Sponge - an item with this augment can absorb up to 5 doses of any potion and release them (giving the exact same effect as the potion itself) when activated. Cannot store more than one type of potion at once. Essentially a low level augment aimed at saving inventory space
Super sponge - a higher levelled version of sponge. Will accept up to 8 doses of any potion
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Slayer10090 wrote:To be honest, I have very little to say about what you've written. And thats a good thing, it just means that I agree with it, not that I couldn't be bothered to read it
Prior to you saying that, I would have always assumed silence is positive. However, now I feel like I should be suspicious. All I really wrote in that post was the Sanctuary Augment, the bulk of it was just some of the list you forgot when trawling the thread.
3dit: Ooh, I just noticed that the bit I quoted from myself had more than just the list. XD The magic bits were previous discussion.
I had an idea for 9 active shield augments, that will block 10, 20, and 30 percent of melee, missile or magic damage for a period of 20 seconds when activated. No idea what their names should be though...
Sounds good.
Ideas for another set of augments. These are extremely rare, high powered ones... Once activated, you enter a 5 second state where you cannot attack. After this 5 seconds, 5% of any damage you take in that period is given as a boost to a particular skill (I was thinking of having an augment that would do this for attack, strength, defense, ranged and magic). This effect will fade in 30 seconds. 5 minute recharge time
You could simplify the effect to "The next incoming attack deals no damage and 10% of what was shielded is added to X (max 25% boost)." and it fades like a normal boost?
A third set called the siphon set. These allow you to drain unwanted combat stats back into your health. 10 points are lost per activation, which will heal 100 LP. There will be siphons for attack, strength, defense, magic and ranged, but all of these would probably have to be cross augments. Cooldown of 1 minute
So... activate it and it drains 10 Attack levels for 100 health? Sounds cool. Definitely a generic augment, since each would be desirable for two classes (range and magic might wouldn't feel bad draining attack) and it isn't broken if Attack has it. I'm not sure it really needs that long of a cool down... once you're out of Attack you can't use it any more. Although, players might just combo this effect with attack potions... but I'm not sure how cost effective that is?
Boosts are supported.
Sponge sounds cool.
Last edited by 3mptylord on Sat Apr 09, 2011 9:52 am; edited 1 time in total
Re: Make Combat More Interactive
Haha. I just felt you posted too much for me to seemingly ignore - it would seem rude
I'm glad of the positive feedback, but I'm afraid I'm only willing to meet you half way on the cooldown times for siphon, at 20 seconds to avoid overpowering. I just think it would be a bit too strong to essentially have up to 990 extra LP stored up in a combat skill that could be button spammed to release immediately
You seemed to have accidentally missed my sacrifices set, by the way...
I'm glad of the positive feedback, but I'm afraid I'm only willing to meet you half way on the cooldown times for siphon, at 20 seconds to avoid overpowering. I just think it would be a bit too strong to essentially have up to 990 extra LP stored up in a combat skill that could be button spammed to release immediately
You seemed to have accidentally missed my sacrifices set, by the way...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
They were essentially appropriately down-graded siphons. My concerns with one were shared, thus your resolutions to one would be shared. I guess I could have said "Same issues as above, but I agree that prayer-related restores should be weaker as usual."
Re: Make Combat More Interactive
While we're on the subject of prayers... How will augments work with prayers. Take the one that boosts strength by 10% for example. Will that stack with prayer, would it be impossible to activate one while the other is active, or would they simply take the greater of the two boosts?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Either greater of the two, or the two could stack? Or the two could stack prior to being applied, so 10% + 10% = 20% (whereas 10% then another 10% is close a 21% increase).
I don't know. Prayer is only comparable to a few.
I reckon the greater of the two is probably the best option...
I don't know. Prayer is only comparable to a few.
I reckon the greater of the two is probably the best option...
Re: Make Combat More Interactive
Hmm. That would devalue prayer, however the magnitude of this devaluation depends on the rarity of the augments. I believe the augments will be rare enough to get away with that
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Possibly. What of potion-boosts, though?
Is stacking two 15%s broken? As either 30% (x1.3) or as 32% (x1.15x1.15)?
Is stacking two 15%s broken? As either 30% (x1.3) or as 32% (x1.15x1.15)?
Re: Make Combat More Interactive
Prayers, black masks, salve amulets, void knight set effects etc all work with potion boosts, thus I think augments can too.
Although that raises yet another question, do the augments stack with the other things here? I think yes. I mean, prayer can be used alongside everything else in that list, I believe, so I think you could use that to justify augments too...
As I've said throughout, the best way to retain balance and not seriously devalue other content is to just make it difficult to get hold of augments
Although that raises yet another question, do the augments stack with the other things here? I think yes. I mean, prayer can be used alongside everything else in that list, I believe, so I think you could use that to justify augments too...
As I've said throughout, the best way to retain balance and not seriously devalue other content is to just make it difficult to get hold of augments
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
At the moment all Magic Damage boosts stack so long as you can equip them (obviously, you can't equip multiple weapons and such). So why not.
Re: Make Combat More Interactive
Have you had any more ideas for augments by the way?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Sort of.
Blood, Ice, Smoke and Shadow Augments?
Upstart (Rhombus) - Hits everything within a short-ranged cone. For each target hit, Constitution is raised by one level.
Uproar (Trapezium) - Hits everything within a short-ranged cone. For each target hit, Defence is raised by one level.
Blood, Ice, Smoke and Shadow Augments?
Upstart (Rhombus) - Hits everything within a short-ranged cone. For each target hit, Constitution is raised by one level.
Uproar (Trapezium) - Hits everything within a short-ranged cone. For each target hit, Defence is raised by one level.
Re: Make Combat More Interactive
I don't understand what you mean by a short range cone? And hit by how much? Just a normal attack? And do you mean actually raising your constitution stat, like torva armour, or just restoring LP?
Although I do like the idea of augments that would boost the effects of ancient magics - freeze for twice as long, twice as much LP restored per hit, double attack drain and double strength poison for example? All active effects for the next hit only? Or a constant passive?
Although I do like the idea of augments that would boost the effects of ancient magics - freeze for twice as long, twice as much LP restored per hit, double attack drain and double strength poison for example? All active effects for the next hit only? Or a constant passive?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
I meant constitution.Slayer10090 wrote:I don't understand what you mean by a short range cone? And hit by how much? Just a normal attack? And do you mean actually raising your constitution stat, like torva armour, or just restoring LP?
It's a normal hit, and a cone is a slice of cake rather than a full circle or one person.
Although I do like the idea of augments that would boost the effects of ancient magics - freeze for twice as long, twice as much LP restored per hit, double attack drain and double strength poison for example? All active effects for the next hit only? Or a constant passive?
Either Active or chance-passive. I more meant general use rather than just ancient magic, although it could stack with the spells. Rare augment drops from Nex, crossed-circle augments.
Re: Make Combat More Interactive
Great, its just that between Guthan's, poisoned weapons and entangle spells plus the zamorak godsword, 3 out of 4 of those effects have already been done... I mean its fine if you still go ahead with it your way, I just feel you should be aware of this when you decide...
Anyway, more ideas from me.
Finisher, a heavy weapon augment - 2x attack damage for one hit, but causes the player to pause for a time equivalent to making another hit (so for 3 seconds if their weapon hits every 3 seconds). The idea being its used as a KO move, and has no real use if it isn't. Would only require a short recharge of about 20 seconds
Final Smash - finisher's bigger, meaner brother. 3x attack damage for 1 hit, but causes a pause equivalent to 2 hits
Dodge, for light weapons - a percentage chance of your opponent's attack being entirely evaded. Chance is equal to one third of your agility level
Acrobatics - dodge, but better. Here, the chance of evading an attack is equal to half your agility skill.
(Considering putting two more of these in for both of the above and then making them Task reward augments)
Strongfeet - a passive light weapon augment, 50% chance that any binding attack, including ice magics, fails. Given that snares, binds and entangles can fail anyway, this chance is applied after the game calculates a successful cast
Free spirit - a passive generic augment. The user cannot be teleblocked
Brace - any hit that would otherwise kill you will leave you with 1LP left. Passive, but will have a cooldown of 1 minute once external factors activate it
Multishot - The user fires 10 arrows at once, each of which has their damage reduced to 12%. The idea is that you can essentially get 120% damage done, if you're willing to use up an extra 9 arrows for it. 30 second cooldown
Multicast - like multishot, but with magic spells. Will not work with multi hitting ancient magic spells
Tenacity - once activated, any effects which would reduce your stats (either % reductions, or deductions from your skill level) are blocked for 20 seconds. Will NOT work against the mourner in Moruning's End 1, nor will it stop prayer draining through usage. However, it will stop self induced stat losses, such as drinking saradomin brews. 2 minute cooldown
Anyway, more ideas from me.
Finisher, a heavy weapon augment - 2x attack damage for one hit, but causes the player to pause for a time equivalent to making another hit (so for 3 seconds if their weapon hits every 3 seconds). The idea being its used as a KO move, and has no real use if it isn't. Would only require a short recharge of about 20 seconds
Final Smash - finisher's bigger, meaner brother. 3x attack damage for 1 hit, but causes a pause equivalent to 2 hits
Dodge, for light weapons - a percentage chance of your opponent's attack being entirely evaded. Chance is equal to one third of your agility level
Acrobatics - dodge, but better. Here, the chance of evading an attack is equal to half your agility skill.
(Considering putting two more of these in for both of the above and then making them Task reward augments)
Strongfeet - a passive light weapon augment, 50% chance that any binding attack, including ice magics, fails. Given that snares, binds and entangles can fail anyway, this chance is applied after the game calculates a successful cast
Free spirit - a passive generic augment. The user cannot be teleblocked
Brace - any hit that would otherwise kill you will leave you with 1LP left. Passive, but will have a cooldown of 1 minute once external factors activate it
Multishot - The user fires 10 arrows at once, each of which has their damage reduced to 12%. The idea is that you can essentially get 120% damage done, if you're willing to use up an extra 9 arrows for it. 30 second cooldown
Multicast - like multishot, but with magic spells. Will not work with multi hitting ancient magic spells
Tenacity - once activated, any effects which would reduce your stats (either % reductions, or deductions from your skill level) are blocked for 20 seconds. Will NOT work against the mourner in Moruning's End 1, nor will it stop prayer draining through usage. However, it will stop self induced stat losses, such as drinking saradomin brews. 2 minute cooldown
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
I'll make a more specific reply when I get home, but they sound good.
Perhaps your right, just for magic then.
Also, we've got to remember perks. I was about to suggest an augment which would probably do just as well to be a perk.
Barrage (Ranged XP)( 8 second cool down) - Fires three arrows in a fork. Successful hits slow for 3 seconds. (For shortbows/all bows)
Perhaps your right, just for magic then.
Also, we've got to remember perks. I was about to suggest an augment which would probably do just as well to be a perk.
Barrage (Ranged XP)( 8 second cool down) - Fires three arrows in a fork. Successful hits slow for 3 seconds. (For shortbows/all bows)
Re: Make Combat More Interactive
You know, I'm starting to think perks should just be changed to low level augments. It would certainly simplify the system and make it easier to pick up, and it'll save us having to think of 3 perks for every single weapon. if would-be perks become very common augments, I don't see too much being lost...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Perks are a weapons attack styes... They're pretty much the building blocks or this whole interactivity feature, as you can use multiple attacks in fights. There aren't that many to think up... They can repeat at a lot. We already have names for most of them... It's a weapons current styles. They could work as augments, but that creates a lot of variation and would making trading very difficult and i'm not a fan of my weapon having little to nothing.
Re: Make Combat More Interactive
Now I'm confused a bit. Originally, you were going to replace attack styles with perks and I thought I'd convinced you to have perks AND attack styles. If I'm wrong, then I think I may have fundamentally misunderstood what perks are. Should I simply re-read the first post more carefully?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Existing attack styles will become perks, I'm one for a better name. These are similar to different attacks you get in any game... press O for normal attack, /\ for heavy attack, etc. It's to make standard combat less stale, although you don't have to use it (NPCs should slowly be released with their equivalent of perks, or all at once if Jagex decides to go all out). They can have slight effects, but are generally just alterations of the basic attack (their effects being something that could possibly happen, or relating to the name of the attack).
I added the ability to change the experience-type of an attack at request, but this was an irrelevant change to the above content.
The current attack styles are now called experience-types, whilst the current attack styles name's /(and buttons)(with some variation) are being used by the perk feature.
I added the ability to change the experience-type of an attack at request, but this was an irrelevant change to the above content.
The current attack styles are now called experience-types, whilst the current attack styles name's /(and buttons)(with some variation) are being used by the perk feature.
Re: Make Combat More Interactive
And what about whether a weapon is using crush, slash or stab? Does that come under its experience type, or its perks?
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Everything?
Which stat is uses is based on the weapon, isn't it? Possibly just experience types. If I'm honest, I've never fully paid attention to that side of combat. Whilst I understand it's impacts, since all melee weapons use all three I just stick to using whichever weapon I want.
I'm guessing there are people who get the highest crush they can and use a crush weapon for teh epic crush... but I'm content just to wear half-rune-half-dragon and wield my halberd or whip.
Which stat is uses is based on the weapon, isn't it? Possibly just experience types. If I'm honest, I've never fully paid attention to that side of combat. Whilst I understand it's impacts, since all melee weapons use all three I just stick to using whichever weapon I want.
I'm guessing there are people who get the highest crush they can and use a crush weapon for teh epic crush... but I'm content just to wear half-rune-half-dragon and wield my halberd or whip.
Re: Make Combat More Interactive
Thing is, a lot of weapons have been built with the ability to switch between these styles in mind. I mean, you've got a whip (and so do I), and all that gives is a slash bonus, and all it can do is slash attacks...
But there are things like spears, which actually have roughly equal stats in crush, slash and stab, and have the ability to switch between them by changing your attack style. A lot of weapons have this to a less extreme scale, and weapon's stats themselves would have to be overhauled if we got rid of it, so you gotta find a way to incorporate it...
But there are things like spears, which actually have roughly equal stats in crush, slash and stab, and have the ability to switch between them by changing your attack style. A lot of weapons have this to a less extreme scale, and weapon's stats themselves would have to be overhauled if we got rid of it, so you gotta find a way to incorporate it...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
Re: Make Combat More Interactive
Slayer10090 wrote:Thing is, a lot of weapons have been built with the ability to switch between these styles in mind.
That sounds like you're doubting, but you didn't say what exactly you were doubting.
The existing combat-styles are right-click options. You can still switch. Perks use a specific style also. At no point is stab, slash and crush being replaced or not used. Things continue as normal.
Re: Make Combat More Interactive
Oh, I just say "the thing is" when I'm explaining stuff... I didn't know just how knowledgeable you were, so I went for the basics. And you never actually stated explicitly that they wouldn't be replaced, and since I'm a little bit slow witted in the evenings, I got scared. Lol. But it seems to be sorted, I'm just being a bit too picky...
Slayer Noir- Partisan
- Number of posts : 1248
Age : 30
Location : Great Britain
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