But I'm getting off topic with that tiny bit. So back to weapons, weapons should be MORE varient then just damage types, how much damage they do to certain armor. And whether or not they give a deflect bonus.
Sure. And at the same time, they should be more variant in ways that matter and less-so in ways that don't matter that much. I tend to agree with Ironhelix's thoughts on the matter of how to address the issue.
I want those orcs to be diverse. I want them to pick weapons that fit the character on a conceptual level. Not because this honed iron longsword master-craft quality murder-kills things.
You don't need a complete over-haul of combat code to accomplish that. This was one of the cultural aspects written into yon old Angrenost Beta the diversification of weaponry based on cultural aspects. Maybe we need some more of that.
You use X weapon because it's what you were raised using. Some sample backgrounds, encouraging people more in the RPI attitude to get into choices to flesh out a PC, not just min-max.
But to do that, as a collective and as leaders in the community folks need to not push mix-maxing as the norm. You can't support diverse PCs with diverse and unique RP-based weapon usage while every time a new person joins the game they are given the best "murder-kill" weapon and told nothing else will do.
The variable system isn't being used anywhere close to it's full potential, but I feel like that may be intentional, as we're only in alpha right now.
There are items utilizing a great number of variables, but not neccessarily the best ones in the right way.
Very good point. I didn't consider that. But yeah, I think the racial weapons should still be a thing. Even if it's not exactly like it used to be, maybe have one or two orc-only weapons, with one or two human-only weapons. Etc. Whatever they come up with, as long as there's variation.
My idea at present is that there would be a few weapons that are unique to each culture. And yes, as Brian notes, we are working this time around (well, I'm working at least, it's my area of oversight
) to make IC cultures equivalent to RL cultures and utilize what information we have available from canon. Generally, these specialized cultural items would be your higher tier crafting items that your OMG I'm a Master Crafter would create.
Have an idea about such a thing you imagine for orcs, post it here. I'd love to look into it.
Otherwise, at lower levels, you'd have default items like basic spears, mace, etc, etc. With yes, crafts to create different aspects that could swap in and out. And some of those aspects would be culturally based.
But this is alpha, supposedly these are the trusted few, right?
Well... trust us then.
This isn't like the Angrenost run where we hand picked those who could and do apply to play in this Alpha so ...
Color(s), material(s), quality all remain (synonyms allowed!?).
But they wouldn't necessarily have to use all the variables if that feature is not prominent.
No, they wouldn't, which is kind of the issue you have now on some items, they utilize a great number (say 10) variables to highlight features that aren't that important but ignore things as a result. Weapons need changes, I don't think anyone disagrees with that.
To note, a variable must be included in the full description if you want it to be able to augment price on the final object and quality.
I would love to see a list of the variables listed in a command as well. If not EVAL, then a command like it.
Well, some variables you can get an idea of by peeking at crafts wherein you'll see the name of variables.
You can then use tags variable name to get a list of the randomized entries on that list. Non-randomized listings won't show because they might contain super secret stuff.
Example: tags fishtype
Variables for list $fishtype:
| ID | Short Description |
| 2 | chubb |
| 3 | trout |
| 4 | pike |
| 5 | perch |
Enjoy this knowledge.