In this particular instance I was referring to the weapons out of reach and environs and such.
It's annoying, but I don't particularly feel strongly one way or another. Positive additions might be interesting, but I can't imagine what they might be.
>What does 'mind blowingly awesome' mean to you in this instance? I'd love more information on this.
Assuming nothing is off the table...
1) Aimable Multi-Throw
- This would pretty much define mind-blowingly amazing for me, if it didn't suffer from MFIRE syndrome. The problem with MFIRE being that I can do it better and faster with individual shots.
2) Ricochet
- Bounce to another creature. Either random critical damage to the second creature or another AS/DS resolution with appropriate penalties.
3) Forceful removal
- Pull a stuck weapon out of a creature for random critical damage. I'd never use this on my main character due to gear, but it could be a lot of fun on some of my other hurlers.
4) Shield throw
- CAPTAIN AMERICA
- Random crush criticals. Some way to assure that you didn't just bone yourself by tossing away your shield.
- Possible auction item ala the ethereal string? The lulz I would get throwing my kroderine greatshield at things would be worth any price.
Tep
TEP2
ARCHIGEEK
Re: Intended?
03/13/2012 04:59 PM CDT
CMAN's are great, but the trouble is that we're all pretty much out of points. I think that's the main reason Tep is saying any new CMAN would have to be mind blowingly awesome, because he'd have to sacrifice something else he's using regularly. His comment about mfire is also spot on. No one is going to use a CMAN that costs points to implement and stamina to use, when they can get the job done more cost effectively without it.
As for the issue of parry DS vs thrown, I suspect Rathboner is focused on the weapons that are outliers in the realm of posibility, instead of the standard gear. I own a couple of those outliers and they're great, but high enchant returning weapons with an AS boosting string attached is not what we should be trying to balance any changes/additions to hurling with. That would be akin to balancing archery based on e-bows. Everyone that doesn't own one would be left out in the cold so-to-speak. High end gear is and always should be outside the bounds of what we use to balance combat. Instead of focusing on what you see during invasions and either admire or envy or go "huh, someone does hurl" lets focus instead on what should be normally possible: hunting with hurling a 4x weapon. This is the standard with melee weapons, and should be the standard with hurled weapons.
Kerl
As for the issue of parry DS vs thrown, I suspect Rathboner is focused on the weapons that are outliers in the realm of posibility, instead of the standard gear. I own a couple of those outliers and they're great, but high enchant returning weapons with an AS boosting string attached is not what we should be trying to balance any changes/additions to hurling with. That would be akin to balancing archery based on e-bows. Everyone that doesn't own one would be left out in the cold so-to-speak. High end gear is and always should be outside the bounds of what we use to balance combat. Instead of focusing on what you see during invasions and either admire or envy or go "huh, someone does hurl" lets focus instead on what should be normally possible: hunting with hurling a 4x weapon. This is the standard with melee weapons, and should be the standard with hurled weapons.
Kerl
ISMANO
Re: Intended?
03/13/2012 05:08 PM CDT
>4) Shield throw
Tep
Seconded.
There's been plenty of suggestions throughout the many years of waiting for thrown changes. I even made a shield one not too long ago. I'd search for it, but well....
-farmer
Tep
Seconded.
There's been plenty of suggestions throughout the many years of waiting for thrown changes. I even made a shield one not too long ago. I'd search for it, but well....
-farmer
BHTM
Re: Intended?
03/13/2012 05:19 PM CDT
My ideas to improve thrown:
-Richard/Fjalar.
Df increase across the board on true thrown weapons. | |
Adjust the entangle crit table to be more realistically attainable. | |
Add parry DS on a diminishing scale vs RT when a weapon is hurled. | 10% decrease in applicable parry DS skill for each second of RT incurred from hurling as an example. |
New thrown CMANs: | |
CMAN Mighty Hurl: Ability to throw a weapon through one creature and hit a 2nd (or more) | |
CMAN Boomerang Throw: Hurl a returner or bonded weapon and do a second hit when the weapon reverses course and returns to the weilder. | |
Hurl left/right/both | ability to toggle between hurling one or both weapons for TWC hurlers. |
GRIP command for hurling weapons | Ability to toggle hammers/handaxes/daggers/spears between a thrown grip (giving parry DS from THROWN training and not from the blunt/ohe/polearm training) and a melee grip that works as these weapons currently do. |
-Richard/Fjalar.
RANSACK
Re: Intended?
03/13/2012 08:11 PM CDT
I like the idea of this: CMAN Mighty Hurl, but wonder if by default with thrown weapon skill with a spear, javelin, etc.,,, could allow this. Maybe similar to mstrike. If you train MOC enough, you can focus your strikes on one target.
How about if you train enough in thrown weapons (as a benefit to the skill) and use a spear, javelin, etc..., you carry a chance of a "skewer" effect.
LEDBETTERM
Re: Intended?
03/13/2012 08:46 PM CDT
While I would certainly like to see a complete and total reworking of the thrown combat system, and see it be made super de duper awesome like I want it to be, I think that the single thing that could have the biggest effect would be to release thrown weapons that have comparable DFs to melee weapons of their rough size, and come in BUNDLES.
If I could go to the weapon shop and order a bundle of 100 throwing blades - NOT DAGGERS, like the little ninja throwing blades you see in bad movies - for a couple hundred silvers, toss an eblade on them, and roll out, I would be such a happy camper. If I can have a quiver that holds 200 full sized arrows for a giantman sized longbow, surely one could hold 100 thin 4 or 5 inch blades.
And, one last thing. While we're having this great and open conversation about thrown weapon combat, could a NIR chime in with what happened to the whole thrown weapon update that was being worked on, then not, then made HUGE ADVANCES!!11!, and then nothing has been said despite repeatedly being asked about in the thrown combat folder?
If I could go to the weapon shop and order a bundle of 100 throwing blades - NOT DAGGERS, like the little ninja throwing blades you see in bad movies - for a couple hundred silvers, toss an eblade on them, and roll out, I would be such a happy camper. If I can have a quiver that holds 200 full sized arrows for a giantman sized longbow, surely one could hold 100 thin 4 or 5 inch blades.
And, one last thing. While we're having this great and open conversation about thrown weapon combat, could a NIR chime in with what happened to the whole thrown weapon update that was being worked on, then not, then made HUGE ADVANCES!!11!, and then nothing has been said despite repeatedly being asked about in the thrown combat folder?
ISMANO
Re: Intended?
03/13/2012 09:09 PM CDT
>If I could go to the weapon shop and order a bundle of 100 throwing blades - NOT DAGGERS, like the little ninja throwing blades you see in bad movies - for a couple hundred silvers, toss an eblade on them, and roll out, I would be such a happy camper. If I can have a quiver that holds 200 full sized arrows for a giantman sized longbow, surely one could hold 100 thin 4 or 5 inch blades.
LEDBETTERM
Except this is actually two issues.
1. Encumbrance.
A quiver holding 100 blades/slivers/shards/splinters isn't the problem, encumbrance is. Archery encumbrance issues are not the same as thrown encumbrance issues. Mainly, thrown has more than archery does. It's the weight of the items and the encumbrance that it brings along.
2. Ammo
Lack of affordable, craftable ammunition (with a bonus!1111) that can be BUNDLEd and GATHERed will always make archery superior. The sliver/shard creating boxes were a nice try, but absurd in the actual implementation.
-farmer
LEDBETTERM
Except this is actually two issues.
1. Encumbrance.
A quiver holding 100 blades/slivers/shards/splinters isn't the problem, encumbrance is. Archery encumbrance issues are not the same as thrown encumbrance issues. Mainly, thrown has more than archery does. It's the weight of the items and the encumbrance that it brings along.
2. Ammo
Lack of affordable, craftable ammunition (with a bonus!1111) that can be BUNDLEd and GATHERed will always make archery superior. The sliver/shard creating boxes were a nice try, but absurd in the actual implementation.
-farmer
GS4-KONACON
Re: Intended?
03/13/2012 09:32 PM CDT
Alright. Here's the official word for you all:
I currently have the reigns on the Thrown Review/Updates, and I'm personally very excited about it. That being said, I'm not comfortable giving a status update on it right at the moment and promising any sort of time frame which I may or may not be able to live up to. All I can tell you is that I'm spending a lot of time with my spreadsheets and thinking about thrown weapons day and night. For now, I would LOVE if everyone kept this conversation going in the same manner that it has been. It's incredibly helpful to hear what you all think.
Gamemaster Konacon
Squares Team
I currently have the reigns on the Thrown Review/Updates, and I'm personally very excited about it. That being said, I'm not comfortable giving a status update on it right at the moment and promising any sort of time frame which I may or may not be able to live up to. All I can tell you is that I'm spending a lot of time with my spreadsheets and thinking about thrown weapons day and night. For now, I would LOVE if everyone kept this conversation going in the same manner that it has been. It's incredibly helpful to hear what you all think.
Gamemaster Konacon
Squares Team
LEDBETTERM
Re: Intended?
03/13/2012 09:55 PM CDT
>1. Encumbrance.
>A quiver holding 100 blades/slivers/shards/splinters isn't the problem, encumbrance is. Archery encumbrance issues are not the same as thrown encumbrance issues. Mainly, thrown has more than archery does. It's the weight of the items and the encumbrance that it brings along.
>2. Ammo
>Lack of affordable, craftable ammunition (with a bonus!1111) that can be BUNDLEd and GATHERed will always make archery superior. The sliver/shard creating boxes were a nice try, but absurd in the actual implementation.
-farmer
1. Absolutely, and I've never liked the way RT was handled for thrown combat. However, a full bundle of 100 arrows weighs about 10 pounds, if I'm not mistaken. Could these not simply weigh the same? Again, I think thrown combat RT is pretty bad as is, and terrible in how it's tied to melee style encumbrance without even melee style power, let alone ranged weapon power. Either way, this would help. Can I carry 5 weapons to throw with 10 pounds of weight, or 100?
2. Agreed, and I thought that was exactly what I was suggesting. Just like a bundle of arrows, except it's a bundle of throwing spikes or something. I didn't specifically mention being able to gather/bundle them, but it was in my head. Ready ammo, hurl target (times 23...whoops, this is supposed to be after things are made better!), gather spike, put spike in spike in my whatev, move on.
>A quiver holding 100 blades/slivers/shards/splinters isn't the problem, encumbrance is. Archery encumbrance issues are not the same as thrown encumbrance issues. Mainly, thrown has more than archery does. It's the weight of the items and the encumbrance that it brings along.
>2. Ammo
>Lack of affordable, craftable ammunition (with a bonus!1111) that can be BUNDLEd and GATHERed will always make archery superior. The sliver/shard creating boxes were a nice try, but absurd in the actual implementation.
-farmer
1. Absolutely, and I've never liked the way RT was handled for thrown combat. However, a full bundle of 100 arrows weighs about 10 pounds, if I'm not mistaken. Could these not simply weigh the same? Again, I think thrown combat RT is pretty bad as is, and terrible in how it's tied to melee style encumbrance without even melee style power, let alone ranged weapon power. Either way, this would help. Can I carry 5 weapons to throw with 10 pounds of weight, or 100?
2. Agreed, and I thought that was exactly what I was suggesting. Just like a bundle of arrows, except it's a bundle of throwing spikes or something. I didn't specifically mention being able to gather/bundle them, but it was in my head. Ready ammo, hurl target (times 23...whoops, this is supposed to be after things are made better!), gather spike, put spike in spike in my whatev, move on.
LEDBETTERM
Re: Intended?
03/13/2012 10:19 PM CDT
Dear Gamemaster Konacon,
I am very happy to see that somebody has been passed this project yet again, but I implore you. I BEG YOU. Keep us updated. Looking back through this folder you will not see very many NIR posts, those few are veeeeery far between, and the topic is just completely ignored for huge chunks of time.
The last time this folder saw activity before this thread was a post by me over eight months ago about how we had not been updated on what was going on with the thrown combat update in over seven months, and that was not really an update at all. That update was hardly more than "Yeah, it's totally being worked on, for reals."
Thrown combat might be the touchiest subject there is (in Elanthia) for me after years of short bursts of implied but never displayed progress followed by complete and utter silence. I look forward to the discussion of it and will make every attempt to keep my unpleasant view of the past iterations of this process out of the way.
Sincerely,
Mike
P.S. - Also, please consider bards during this process. I know this is not your department, but sonic thrown weapons! Yes please!
I am very happy to see that somebody has been passed this project yet again, but I implore you. I BEG YOU. Keep us updated. Looking back through this folder you will not see very many NIR posts, those few are veeeeery far between, and the topic is just completely ignored for huge chunks of time.
The last time this folder saw activity before this thread was a post by me over eight months ago about how we had not been updated on what was going on with the thrown combat update in over seven months, and that was not really an update at all. That update was hardly more than "Yeah, it's totally being worked on, for reals."
Thrown combat might be the touchiest subject there is (in Elanthia) for me after years of short bursts of implied but never displayed progress followed by complete and utter silence. I look forward to the discussion of it and will make every attempt to keep my unpleasant view of the past iterations of this process out of the way.
Sincerely,
Mike
P.S. - Also, please consider bards during this process. I know this is not your department, but sonic thrown weapons! Yes please!
TREYETHAM
Re: Intended?
03/13/2012 10:50 PM CDT
I have something tangentially related. The risk of losing a weapon is a major turn-off for me, with thrown. There's two ways you can go. Bundle-able lightweight weapons, but there's not a whole lot you can do to improve them once you have them. The option I've thought of for a while would be the ability to add a rope or chain to a weapon. And all it does is ensure that the weapon comes with you if you get fogged or killed. This lets you use good weapons without the degree of risk that's currently entailed, unless you have one of the auction-level toys.
- Metadi, the punny one
- Metadi, the punny one
GS4-KONACON
Re: Intended?
03/14/2012 11:26 AM CDT
>I BEG YOU. Keep us updated.
I'm going to do what I can to keep you updated. Even if it's just a "Hey guys, still here, still working" every couple of weeks. And as a request back to you, post stuff in here! As long as threads don't turn volatile, hearing what you all think about Thrown and seeing how many people love or want to love it motivates me even more to get this stuff out there for all of you. :)
>[I] will make every attempt to keep my unpleasant view of the past iterations of this process out of the way.
I'll do my best not to disappoint!
>The risk of losing a weapon is a major turn-off for me, with thrown.
Couldn't agree with you more. This is a huge concern for me and something that I would like to address.
Gamemaster Konacon
Squares Team
I'm going to do what I can to keep you updated. Even if it's just a "Hey guys, still here, still working" every couple of weeks. And as a request back to you, post stuff in here! As long as threads don't turn volatile, hearing what you all think about Thrown and seeing how many people love or want to love it motivates me even more to get this stuff out there for all of you. :)
>[I] will make every attempt to keep my unpleasant view of the past iterations of this process out of the way.
I'll do my best not to disappoint!
>The risk of losing a weapon is a major turn-off for me, with thrown.
Couldn't agree with you more. This is a huge concern for me and something that I would like to address.
Gamemaster Konacon
Squares Team
TEP2
Re: Intended?
03/14/2012 12:20 PM CDT
Random secondary request.
Make hurled weapons compatible with weapon bonding. The double strike effect would look clunky and probably should be left out, but effects 1-4 should be do-able.
Tep
Make hurled weapons compatible with weapon bonding. The double strike effect would look clunky and probably should be left out, but effects 1-4 should be do-able.
Tep
LEDBETTERM
Re: Intended?
03/14/2012 12:42 PM CDT
Alrighty, I'm going to put some thoughts down in a bit more detail here.
RT: Absolutely, positively, even indubitably, the worst combat RT mechanics in the game. It's harder to throw a dagger while encumbered than it is to have a sword fight! It needs very serious adjusting to be more in line with ranged weapons or it will always be for mutants (read: people who just want to throw things so bad they'll deal with the inferior mechanics). The problem with this being, of course, that unless encumbrance is removed from thrown weapon RT entirely, it will never match up. I can see theoretical higher DS from the ability to use a shield being a reason to not bring the RT down quite that far, but I don't think that gives a whole lot of wiggle room. My fear here is ending up with greatly improved thrown weapon combat that is still mechanically inferior to ranged combat, just not as much.
Weapons Issue:
A) Keep the current rarity value of returners and chain weapons, and implement bulk throwing weapons that can be gathered and bundles, just like a bundle of arrows but a bundle of whatever throwing weapon.
B)Create purchasable string that can be attached to a weapon, functioning like a chain spear but without additional flares or anything associated with the weapon returning. Just a simple hurl, RT, yank string kind of set up. It could add a small amount of RT, but I'd say no more than 1-2 seconds. Have the strings wear out after so many throws, preferably varying based on weapon size. You can get 100 throws out of a 2 pound or less dagger/small thrown based weapon, but if you wanna throw a 5 pound handaxe or a javelin you're only getting 50, etc. Once it breaks, get a new string, tie string to weapon, go back at it. It may be a bit of a band-aid, but I think that it's a very logical way to handle it. It would slightly lessen the value of returners and chain weapons, but the lack of the added step for returners and the additional flare/knockdown of a true chain weapon would still keep them a step up. I prefer this over just using cheap generic ammo in that it will allow players to still have their favorite weapons that they work on over years and cherish. As long as you take the correct steps, no chance of loss.
C) Both! Options are always good. A bundle of e-bladed throwing knives/shards/slivers/spikes/etc for the light work, break out the beefed up handaxe with the string for heavy duty creatures. Start with the handaxe for a big hit, finish with the disposable ammo. Variety, spice, you know.
I am sure that it doesn't need to be pointed out again that thrown base weapons are just horrid, but...I guess I just did. As you can see from my examples above, I don't even consider thrown weapons when I think of throwing weapons - I think of daggers and handaxes! Thrown base weapons need a serious overhaul. And as others have suggest, more variety in thrown weapons could do wonders. Having nets and bolas be opening weapons could be great fun and useful at the same time. Nets ensnare, causing a minor stance and RT effect - stance increased one or two steps on a good hit, maybe 3-10 seconds RT. Bolas just do a knockdown and minor RT - again, say 3-10 seconds. Give both a chance to cause rank 1 woulds to arms/legs, maybe up to rank two on an incredible hit - say a 200+ end roll. I also think that javelins being used for a shield sunder effect would be awesome. Fighting a super turtled creature with plate armor and a shield? Hurl that javelin to take his shield out, whip a bola out to put him on the ground, and have at it.
Abilities:
Seeing as CM is part of the thrown weapon formula (by the by, I don't particularly see any problems with the thrown AS formula - would like to hear if others do and why, though!), it would be great to have at least a couple of maneuvers related to it. The javelin shield throw is a good example of a way that the CM aspect could be utilized. A maneuver attack to throw a medium sized weapon with two hands for increased power could be another excellent thing to consider.
Recap:
Variety! Options! Options! Variety! While this has to be balanced against ranged weapon combat and bolt spells, thrown combat has many more options for how it can be used effectively, and I (just speaking for me!) would hate to see it become a mechanically better but still simple and basic style.
I'm sure there will be more to come.
RT: Absolutely, positively, even indubitably, the worst combat RT mechanics in the game. It's harder to throw a dagger while encumbered than it is to have a sword fight! It needs very serious adjusting to be more in line with ranged weapons or it will always be for mutants (read: people who just want to throw things so bad they'll deal with the inferior mechanics). The problem with this being, of course, that unless encumbrance is removed from thrown weapon RT entirely, it will never match up. I can see theoretical higher DS from the ability to use a shield being a reason to not bring the RT down quite that far, but I don't think that gives a whole lot of wiggle room. My fear here is ending up with greatly improved thrown weapon combat that is still mechanically inferior to ranged combat, just not as much.
Weapons Issue:
A) Keep the current rarity value of returners and chain weapons, and implement bulk throwing weapons that can be gathered and bundles, just like a bundle of arrows but a bundle of whatever throwing weapon.
B)Create purchasable string that can be attached to a weapon, functioning like a chain spear but without additional flares or anything associated with the weapon returning. Just a simple hurl, RT, yank string kind of set up. It could add a small amount of RT, but I'd say no more than 1-2 seconds. Have the strings wear out after so many throws, preferably varying based on weapon size. You can get 100 throws out of a 2 pound or less dagger/small thrown based weapon, but if you wanna throw a 5 pound handaxe or a javelin you're only getting 50, etc. Once it breaks, get a new string, tie string to weapon, go back at it. It may be a bit of a band-aid, but I think that it's a very logical way to handle it. It would slightly lessen the value of returners and chain weapons, but the lack of the added step for returners and the additional flare/knockdown of a true chain weapon would still keep them a step up. I prefer this over just using cheap generic ammo in that it will allow players to still have their favorite weapons that they work on over years and cherish. As long as you take the correct steps, no chance of loss.
C) Both! Options are always good. A bundle of e-bladed throwing knives/shards/slivers/spikes/etc for the light work, break out the beefed up handaxe with the string for heavy duty creatures. Start with the handaxe for a big hit, finish with the disposable ammo. Variety, spice, you know.
I am sure that it doesn't need to be pointed out again that thrown base weapons are just horrid, but...I guess I just did. As you can see from my examples above, I don't even consider thrown weapons when I think of throwing weapons - I think of daggers and handaxes! Thrown base weapons need a serious overhaul. And as others have suggest, more variety in thrown weapons could do wonders. Having nets and bolas be opening weapons could be great fun and useful at the same time. Nets ensnare, causing a minor stance and RT effect - stance increased one or two steps on a good hit, maybe 3-10 seconds RT. Bolas just do a knockdown and minor RT - again, say 3-10 seconds. Give both a chance to cause rank 1 woulds to arms/legs, maybe up to rank two on an incredible hit - say a 200+ end roll. I also think that javelins being used for a shield sunder effect would be awesome. Fighting a super turtled creature with plate armor and a shield? Hurl that javelin to take his shield out, whip a bola out to put him on the ground, and have at it.
Abilities:
Seeing as CM is part of the thrown weapon formula (by the by, I don't particularly see any problems with the thrown AS formula - would like to hear if others do and why, though!), it would be great to have at least a couple of maneuvers related to it. The javelin shield throw is a good example of a way that the CM aspect could be utilized. A maneuver attack to throw a medium sized weapon with two hands for increased power could be another excellent thing to consider.
Recap:
Variety! Options! Options! Variety! While this has to be balanced against ranged weapon combat and bolt spells, thrown combat has many more options for how it can be used effectively, and I (just speaking for me!) would hate to see it become a mechanically better but still simple and basic style.
I'm sure there will be more to come.
ROLFARD
Re: Intended?
03/14/2012 01:40 PM CDT
Multi Hurl - same RT as one dart, but aiming turned off
get 3 darts
You gather 3 darts in your hand and ready them!
hurl Moppy
You hurl 3 darts at Moppy (Just like when you hurl 3 darts at the dartboard, same roundtime as hurling 1 dart)
Nice you had 3 shots Hit! Thats 3 chances of a stun because you're using an ebladed bundle! But alas, it was unaimed! FROWNY FACE!
Also...I would consider that as thrown is cheapest for a rogue, let us hurl from the shadows...A LOT!
get 3 darts
You gather 3 darts in your hand and ready them!
hurl Moppy
You hurl 3 darts at Moppy (Just like when you hurl 3 darts at the dartboard, same roundtime as hurling 1 dart)
Nice you had 3 shots Hit! Thats 3 chances of a stun because you're using an ebladed bundle! But alas, it was unaimed! FROWNY FACE!
Also...I would consider that as thrown is cheapest for a rogue, let us hurl from the shadows...A LOT!
ARCHIGEEK
Re: Intended?
03/14/2012 01:55 PM CDT
You can hurl from the shadows, but the training regimen is not easy. Karly does it a lot, and quite frankly I think it's pretty cool. I wouldn't be opposed to downtweaking the requirements a little.
I'm down with being able to multi-hurl darts too, or perhaps specialized throwing daggers.
Also, what Tep said about bonding, "Make hurled weapons compatible with weapon bonding. The double strike effect would look clunky and probably should be left out, but effects 1-4 should be do-able."
Seriously though, the biggest thing in need of a fix in my mind is the DF's and weights of the pure thrown weapons. Redo those and we come a long way towards viable. Then make picking up/finding weapons on the ground easier and less time consuming and I think you've fixed two of the major issues holding back hurling.
I don't agree with the temporary string idea, as I'd rather see a solution that fixes hurling's core issues. The string idea seems more like a bandaid. And yes, I realize some may think that sounds disengenous (sp?) coming from me, but the strings I own were auction level items, not a fix for hurling's ills.
Kerl
I'm down with being able to multi-hurl darts too, or perhaps specialized throwing daggers.
Also, what Tep said about bonding, "Make hurled weapons compatible with weapon bonding. The double strike effect would look clunky and probably should be left out, but effects 1-4 should be do-able."
Seriously though, the biggest thing in need of a fix in my mind is the DF's and weights of the pure thrown weapons. Redo those and we come a long way towards viable. Then make picking up/finding weapons on the ground easier and less time consuming and I think you've fixed two of the major issues holding back hurling.
I don't agree with the temporary string idea, as I'd rather see a solution that fixes hurling's core issues. The string idea seems more like a bandaid. And yes, I realize some may think that sounds disengenous (sp?) coming from me, but the strings I own were auction level items, not a fix for hurling's ills.
Kerl
KITHUS
Re: Intended?
03/14/2012 02:47 PM CDT
Just some thoughts:
re RT:
Use the ranged RT mechanics (unaffected by encumberence) but have encumberance factor into the thrown AS formula. Ranged users tank our DS once we start getting encumbered. Since thrown users can and typically will have a shield that isn't the case. It would make sense that if you are weighed down and tired you won't be able to throw with as much force though.
re Weapon Issues:
I absolutely love the idea of bundle-able thrown "ammo" whether it's a stack of chakram or a brace of daggers.
The string idea I just can't get behind though. Honestly it just feels clunky to me. Its a bandaid as you said to get around one of the negative affects of simulated range "you can't pick that up" etc. If a weapon sticks in a target you're going to need to kill that target to get it back. If it doesn't stick the simple fix is to allow you to pick it up immediately. If you miss, it shouldn't fly off into the environs ever. That was a poorly thought out mechanic that serves to do nothing more than feed the janitor.
While this lessens the risk of loss it doesn't remove it and I understand people probably still won't want to use their favorite weapon that they have worked on over the years and cherished as a thrown weapon. Maybe your heavily worked, cherished non-returner just isn't the right choice for throwing around. The nature of thrown weapons is that they will end up either stuck in creatures or on the ground. Given how frequently this happens you're no better using very nice weapons for thrown than a ranger user is using high end merchant services on arrows.
As for thrown weapon bases, yeah horrible. I'd love to see more oomph given to some and/or special abilities added to others.
Keith/Brinret
Five Jewish men who influenced the history of Wester Civilization:
Moses said the law is everything.
Jesus said love is everything.
Marx said capital is everything.
Freud said sex is everything.
Einstein said everything is relative.
re RT:
Use the ranged RT mechanics (unaffected by encumberence) but have encumberance factor into the thrown AS formula. Ranged users tank our DS once we start getting encumbered. Since thrown users can and typically will have a shield that isn't the case. It would make sense that if you are weighed down and tired you won't be able to throw with as much force though.
re Weapon Issues:
I absolutely love the idea of bundle-able thrown "ammo" whether it's a stack of chakram or a brace of daggers.
The string idea I just can't get behind though. Honestly it just feels clunky to me. Its a bandaid as you said to get around one of the negative affects of simulated range "you can't pick that up" etc. If a weapon sticks in a target you're going to need to kill that target to get it back. If it doesn't stick the simple fix is to allow you to pick it up immediately. If you miss, it shouldn't fly off into the environs ever. That was a poorly thought out mechanic that serves to do nothing more than feed the janitor.
While this lessens the risk of loss it doesn't remove it and I understand people probably still won't want to use their favorite weapon that they have worked on over the years and cherished as a thrown weapon. Maybe your heavily worked, cherished non-returner just isn't the right choice for throwing around. The nature of thrown weapons is that they will end up either stuck in creatures or on the ground. Given how frequently this happens you're no better using very nice weapons for thrown than a ranger user is using high end merchant services on arrows.
As for thrown weapon bases, yeah horrible. I'd love to see more oomph given to some and/or special abilities added to others.
Keith/Brinret
Five Jewish men who influenced the history of Wester Civilization:
Moses said the law is everything.
Jesus said love is everything.
Marx said capital is everything.
Freud said sex is everything.
Einstein said everything is relative.
GS4-KONACON
Re: Intended?
03/15/2012 12:19 AM CDT
It got so quiet in here! Where'd all my thrown buddies go?!
Gamemaster Konacon
Squares Team
Gamemaster Konacon
Squares Team
BHTM
Re: Intended?
03/15/2012 12:28 AM CDT
Pretty sure most of us have posted our suggestions, not sure what else you want. Until you comment on suggestions and let us know if they are viable, being considered, good/bad/indifferent, etc. then I'm not really sure what you're asking for from us.
-Richard/Fjalar.
-Richard/Fjalar.
GS4-KONACON
Re: Intended?
03/15/2012 10:47 AM CDT
>Pretty sure most of us have posted our suggestions.
Fair enough. As long as people feel like they've had their say, that's fantastic. I had thought that I'd commented on most of the things going around (Sorry, there were a good number of them), so if I missed anything, let me know!
Until then, I keep working!
Gamemaster Konacon
Squares Team
Fair enough. As long as people feel like they've had their say, that's fantastic. I had thought that I'd commented on most of the things going around (Sorry, there were a good number of them), so if I missed anything, let me know!
Until then, I keep working!
Gamemaster Konacon
Squares Team
CMNABRIT
Re: Intended?
03/15/2012 10:49 AM CDT
Hi I wanna chime in too, I recently started a hurling gnome with the sole purpose of seeing just how 'broken' the hurled system really is using off the shelf stuff to hurl. Also I thought the idea of a gnome hurling insults and weapons from the shadows was a great idea.
My first complaint is that its ridiculously hard to find an enchanted hurled weapon, I couldn't find any place to buy one around Landing and had to wait til Ebon's gate to buy some from theammer. Those thrown weapons w/actions are awesome by the way. I started trolling the pawnshops for thrown weapons, but after losing a few 50k + weapons, I ended up using darts someone fletched for me to get 5x thrown weapons I could afford to lose. Unfortunately, the darts hit for like 20 points if I'm lucky, so I bought some poison and it adds a bit to the style but not the effectiveness of the darts. I would like to echo the request for a wider variety of off the shelf poisons, paralysis, or just more immediately damaging poisons that corrode skin would be nice.
My second complaint is that thrown weapons weigh about the same as their melee equivalent but don't hit as hard, the worst offender in my mind is the quoit/chakram the just are not as good as using a handaxe AvD or DF wise. I may be particularly sensitive to the weight and DF issuse since I am a gnome, but from what I have found getting through 35 level or so is that javelins are the only true thrown with enough ooomph to drop something consistently, unfortunately they tend to weigh about 6 pounds so I can only carry a couple. Adding bundling mechanics and lower weights for thrown weapon bases, might make me ignore a DF so low I have to throw 4 or 5 of them to bring something down.
My third complaint is that thrown mechanics pretty much require that I 2x CM, but very few of those manuevers even work with thrown weapons. Truehand I would love to use that even if I had to hurl from the open, or if we could had a variation on cutthroat that used thrown training to lodge a dart/dagger in a casters throat, or a pinning manuever where you hurl your javelin through the targets leg and into the ground firmly pinning them until it can be pulled out. For now I have focused mainly on defensive and passive manuever training such as emastery, surge, and smastery but I'd like to have a bit of combat flare to look forward to down the line.
I'd love to see: special abilities for each of the thrown weapon bases to incentivize hurlers to use them over regular melee weapons; darts- you can throw up to 3 at once(you can already do it in the dart game); chakram-boomarang effect has a chance to fly back to your hand; javelin- has a chance to pin target to the ground (adding RT based on enroll); discus- has a chance to ricochet off primary target and hit another target (below the waist on endroll under 125, and above the waist for endrolls of 125+); bolas should do what they imply and always knock down the target if they land; nets should work best on platemail, on a successful hit they should entangle, and severely hinder dodge ability similar to how the bandit nets work, once entangled you should be able to pull the net to close it/add rt to target (doesn't seem excessive to me since you know the net itself didn't hurt them); quoits- couldn't think of any good special ability oooohhh I know make them hit as hard as a handaxe but weigh less (yesss! that will please me greatly).
Hiding somewhere in River's Rest,
Gargamish
My first complaint is that its ridiculously hard to find an enchanted hurled weapon, I couldn't find any place to buy one around Landing and had to wait til Ebon's gate to buy some from theammer. Those thrown weapons w/actions are awesome by the way. I started trolling the pawnshops for thrown weapons, but after losing a few 50k + weapons, I ended up using darts someone fletched for me to get 5x thrown weapons I could afford to lose. Unfortunately, the darts hit for like 20 points if I'm lucky, so I bought some poison and it adds a bit to the style but not the effectiveness of the darts. I would like to echo the request for a wider variety of off the shelf poisons, paralysis, or just more immediately damaging poisons that corrode skin would be nice.
My second complaint is that thrown weapons weigh about the same as their melee equivalent but don't hit as hard, the worst offender in my mind is the quoit/chakram the just are not as good as using a handaxe AvD or DF wise. I may be particularly sensitive to the weight and DF issuse since I am a gnome, but from what I have found getting through 35 level or so is that javelins are the only true thrown with enough ooomph to drop something consistently, unfortunately they tend to weigh about 6 pounds so I can only carry a couple. Adding bundling mechanics and lower weights for thrown weapon bases, might make me ignore a DF so low I have to throw 4 or 5 of them to bring something down.
My third complaint is that thrown mechanics pretty much require that I 2x CM, but very few of those manuevers even work with thrown weapons. Truehand I would love to use that even if I had to hurl from the open, or if we could had a variation on cutthroat that used thrown training to lodge a dart/dagger in a casters throat, or a pinning manuever where you hurl your javelin through the targets leg and into the ground firmly pinning them until it can be pulled out. For now I have focused mainly on defensive and passive manuever training such as emastery, surge, and smastery but I'd like to have a bit of combat flare to look forward to down the line.
I'd love to see: special abilities for each of the thrown weapon bases to incentivize hurlers to use them over regular melee weapons; darts- you can throw up to 3 at once(you can already do it in the dart game); chakram-boomarang effect has a chance to fly back to your hand; javelin- has a chance to pin target to the ground (adding RT based on enroll); discus- has a chance to ricochet off primary target and hit another target (below the waist on endroll under 125, and above the waist for endrolls of 125+); bolas should do what they imply and always knock down the target if they land; nets should work best on platemail, on a successful hit they should entangle, and severely hinder dodge ability similar to how the bandit nets work, once entangled you should be able to pull the net to close it/add rt to target (doesn't seem excessive to me since you know the net itself didn't hurt them); quoits- couldn't think of any good special ability oooohhh I know make them hit as hard as a handaxe but weigh less (yesss! that will please me greatly).
Hiding somewhere in River's Rest,
Gargamish
ISMANO
Re: Intended?
03/15/2012 11:01 AM CDT
>My first complaint is that its ridiculously hard to find an enchanted hurled weapon, I couldn't find any place to buy one around Landing and had to wait til Ebon's gate to buy some from theammer.
Gargamish
Really, the reason you never see people sell them unless they're enhancive is because they're junk. Try the pawnshops since they're the only one that buys them. They're usually littered with (useless) thrown-based weapons.
-farmer
Gargamish
Really, the reason you never see people sell them unless they're enhancive is because they're junk. Try the pawnshops since they're the only one that buys them. They're usually littered with (useless) thrown-based weapons.
-farmer
CMNABRIT
Re: Intended?
03/15/2012 11:08 AM CDT
I defintely check the pawnshops in several towns multiple times a day hoping to find a decent javelin or higher enchant than +5 discus or quoit. I see alot of gornar, zorchar, rhimar worthless bases not alot of javelins though. My point was just that you can't really but a 4x javelin off the shelf anyplace which is the only thrown I'd want to buy and handaxe works better than all the other bases.
Gargamish
Gargamish
LEDBETTERM
Re: Intended?
03/15/2012 12:52 PM CDT
>Unfortunately, the darts hit for like 20 points if I'm lucky, so I bought some poison and it adds a bit to the style but not the effectiveness of the darts. I would like to echo the request for a wider variety of off the shelf poisons, paralysis, or just more immediately damaging poisons that corrode skin would be nice.
This makes me wonder, would it be considered too easily exploited at high levels for darts (or whatever the smallest, lowest damage thrown base may end up being after a possible update) to have a unique advantage of flares always landing where the dart lands? Is that even possible?
This makes me wonder, would it be considered too easily exploited at high levels for darts (or whatever the smallest, lowest damage thrown base may end up being after a possible update) to have a unique advantage of flares always landing where the dart lands? Is that even possible?
THORNBROOK
Re: Intended?
03/15/2012 04:18 PM CDT
I'll chime in as a player who has only played with thrown for a period of 3-4 months and that only because I had a returner. All of my ideas are simply stand alone ideas and I'm not attempting to make them provide balance with thrown as a whole.
-higher dfs overall as many have shown from charts
-Someone suggested being able to buy a box in town containing X amount of thrown weapons. This would cut down on weight, give you the ammo you need to finish a hunt, and would allow you to spend less time looking for your weapons that you don't want to leave behind. Let the container be ebladed/blessed for cheap 4x flaring weapons. I'd imagine you'd also have to code it so that each box is accessible as easily as locksmith toolkit ie stored in an open container
-Provide some uses to various thrown weapons so that it isn't simply that you choose the heaviest weapon you can physically throw at a reasonable speed.
My suggestions for this,
A. Darts being the lightest weapon I can think of let them have a RT based on number of exertions recently attempted. Let me throw my first 3 darts in 3 seconds, but if I immediately attempt a 4th it takes me 2 seconds, while a fifth turns into 3. A good opening move, perhaps the darts could be sold as poisoned to cause 1 second of RT or add 1 second of cast RT to a creature or perhaps make them unable to cast at all for a few seconds. Location of dart landing might affect success.
B. Bolas/Nets Allow these to be thrown from an adjacent room in order to 'ambush' something. A net should cause significant difficulty for a humanoid using a large weapon/shield, much less so for a caster or dagger wielding foe. Length of entanglement could be based on any number of factors, size of foe/number of legs and arms.
C. Last utility idea I could come up with was a method for disabling. Say I'm fighting something that uses a claid, allow me to aim for the right arm and if my discus/javelin/quoit whatever manages a successful hit that arm might go paralyzed for a brief period of time. (I'm thinking hitting your funny bone hard enough that you don't want to move your arm kind of paralysis) Same would work for something's left arm and a shield. Negating its use of a shield would then drop its DS by a substantial amount for your next strike. A blow to the throat might have a cutthroat like effect to prevent casting. One to the knees to make it kneel.
My impression of a good kill would involve using 2 setup moves (Net, run into room, discus to the shield arm) followed by using your heavy hitter to then kill in 1-3 throws (axe/cudgel to the face)
Something like my visual would really require having boxes of 100 thrown items in containers to throw as needed without cumbersome weapon juggling commands. Not sure how to handle weapon retrieval during combat.
Lochiven
ROLFARD
Re: Intended?
03/17/2012 07:39 PM CDT
I posted a lot in the rogue folder about all those trap components as well. They could be used extensively for poisons, random bombs, tricks, or disablers (jaws) much more than they are now. Every trap that has a component could be updated and create a market for those pieces in the process. Could even have them sold in a new thrown "shop", etc.
GREMINTY
Re: Intended?
04/05/2012 12:39 AM CDT
Yay! Very glad to have you on board! Good luck with it.
I'm not keeping up on the boards these days, but thought I'd stop in to say that. I'm sure all my thoughts on throwing have been said. I'm in favor of ranged-style "distance" DS when holding thrown-based weapons, and updated (much better) weapon stats (don't really need a lot of reality here, just make it work). Also, maybe some sort of mini-perks to hurling (possibly encapsulated in a passive CM): things like some sort of disable/delay when a weapon sticks in a creature (maybe pinning it to the ground/wall in extreme cases), or an auto-pickup of a non-stuck weapon, etc. Also, while I don't want to see the current hurling toys become entirely unneeded via any new mechanics (like an 100% auto-pickup), I don't think you should be afraid of effectively nerfing them to some extent (by raising the norm, so that their advantage is less).
- Greminty
I'm not keeping up on the boards these days, but thought I'd stop in to say that. I'm sure all my thoughts on throwing have been said. I'm in favor of ranged-style "distance" DS when holding thrown-based weapons, and updated (much better) weapon stats (don't really need a lot of reality here, just make it work). Also, maybe some sort of mini-perks to hurling (possibly encapsulated in a passive CM): things like some sort of disable/delay when a weapon sticks in a creature (maybe pinning it to the ground/wall in extreme cases), or an auto-pickup of a non-stuck weapon, etc. Also, while I don't want to see the current hurling toys become entirely unneeded via any new mechanics (like an 100% auto-pickup), I don't think you should be afraid of effectively nerfing them to some extent (by raising the norm, so that their advantage is less).
- Greminty
LEDBETTERM
Re: Intended?
05/08/2012 10:36 PM CDT
>I'm going to do what I can to keep you updated. Even if it's just a "Hey guys, still here, still working" every couple of weeks.
>Gamemaster Konacon
It's been almost two months now.
>Gamemaster Konacon
It's been almost two months now.
GS4-KONACON
Re: Intended?
05/09/2012 01:27 AM CDT
I've been called out! I wish I had more to say right now, but all I can do is assure everyone that I'm still here and still working on Thrown everyday.
Gamemaster Konacon
Squares Team
Gamemaster Konacon
Squares Team
LEDBETTERM