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BatMUD Forums > Ideas-wanted > re: Changes in the armour system

 
 
#1
22 May 2006 20:15
 
 
Gore wrote:
The armour system was modified to be a bit more realistic.
Essentially, the type of armour you are wearing, along with
its material, now has an impact on the amount of damage
received in combat.
Is anyone looking at the existing eqs and tuning them accordingly. I think
this tune is having a large rippling effect making some eqs now really rocking
and others pretty pathetic. Which I doubt was (always) the original coders of
the eq design.


cheers Spiddy

 
Rating:
5
Votes:
9
 
 
Spid
2y, 97d, 4h, 35m, 41s old
Level:
100
 
 
#2
23 May 2006 02:46
 
 
Spid wrote:
Gore wrote:
The armour system was modified to be a bit more realistic.
Essentially, the type of armour you are wearing, along with
its material, now has an impact on the amount of damage
received in combat.
Is anyone looking at the existing eqs and tuning them accordingly. I think
this tune is having a large rippling effect making some eqs now really rocking
and others pretty pathetic. Which I doubt was (always) the original coders of
the eq design.


cheers Spiddy
imho someone could also tune items with +general prot. After all they were
enhanted with magic that provide protection for some reason. Most likely the
reason wasn't for them to suck more then random crap items that are made from
tougher/more dense material. I mean items like: soth's gen prot boots,henry's
clan plate,renchendak's gauntlets and prooly others. Even magicaly enchanted
silk shirt with +divine prot should be way better then adamantium breastplate.

 
Rating:
19
Votes:
19
 
 
Krzysiek
2y, 22d, 2h, 25m, 19s old
Level:
85