Primary weapons and secondary weapons

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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wolfleader01
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Sat Sep 29, 2012 9:38 pm

I dont know if this is going to be implemented or if its a bug or something
But when i have a primary and secondary weapon slots filled it always uses my secondary, does it use the best weapon for my skill as default or has a system for weapon choice not been implemented yet? will weapons break in the future after too much use mabye? :)
thanks for any insight in advance :D

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DrSalvador
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Sat Sep 29, 2012 9:55 pm

I noticed that too, i finally just decided it was best to only have one weapon equipped at a time.
My secondary slot is currently just extra carry space :P

Weapon durability would be amazing, I really hope that idea gets implemented. Then you could repair them at a workbench/smithy or have an artisan in town repair them
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Scotterius
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Sat Sep 29, 2012 10:09 pm

I have noticed that npc's overuse the small slot too. One day they will be great for the use of range weapons allowing you to equip both range and a melee back up.
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DrSalvador
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Sat Sep 29, 2012 10:13 pm

It would be good to be able to have both weapons equipped and hit a key to switch between them
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Santaissick
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Sat Sep 29, 2012 10:28 pm

I think 2 weapon slots are in case you are using 2H weapon and your left arm disables. Then you would automatically change to 1H weapon and continue the fight with only right arm. But I dunno why it's using secondary weapon as default. Maybe it's bug or it haven't been implemented like you said.

Weapons breaking would be good. But they have to last long. I don't want to run repairing my swords all the time. Death Island for example had too low endurance in almost everything. I mean, a sword, a f*king katana won't snap after killing 5 Zeds!! :x
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DrSalvador
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Sat Sep 29, 2012 10:30 pm

>Santasissick
I agree. Would suck for your weapon to break in the middle of a lengthy desert run. Maybe also have a repair kit or some sort of item to improve a weapon's condition by a little bit, but make it pricey?

Also yeah that's why I got tired of playing dead island haha.
Last edited by DrSalvador on Sat Sep 29, 2012 10:31 pm, edited 1 time in total.
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Phaser Rave
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Sat Sep 29, 2012 10:31 pm

Would need a way to automate the repair and resupply process if we've got an entire army to manage. I love micromanaging, but I don't like wasting time.
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Santaissick
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Sat Sep 29, 2012 10:35 pm

DrSalvador wrote:Maybe also have a repair kit or some sort of item to improve a weapon's condition
Very good point. But if we are after realistic game world, what can be inside weapon repair kit? Can they exist?

I can't think of any other ways to repair blade, than melt it and forge it back in shape. Sword doesn't work if you try to glue it back to one peace. :lol:
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Captain Deathbeard
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Sat Sep 29, 2012 11:22 pm

New update out now 0.29.5, fixes it so that characters always prefer the big weapon on their back. Hip weapon is used as a backup if an arm gets disabled.

wolfleader01
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Sat Sep 29, 2012 11:53 pm

thanks for the reply chris, its great to see a game developer interacting with customers at this sort of level :) makes a change instead of generic replys :)
weapon wear and tare would be great in a future release, perhaps not weapons breaking but becoming very blunt and ineffective in combat
for example a weapon that has been used over 200 times looses x amount of damage and needs to be sharpend at a bench, that sort of feature i think would really benefit the game :P

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Blxz
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Sun Sep 30, 2012 11:09 am

Chris_The_Great wrote:New update out now 0.29.5, fixes it so that characters always prefer the big weapon on their back. Hip weapon is used as a backup if an arm gets disabled.
Didn't the old system calculate the best damaging weapon and use that?
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Santaissick
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Sun Sep 30, 2012 12:13 pm

Blxz wrote:Didn't the old system calculate the best damaging weapon and use that?
At first, I thought so too. But then I made some scientific tests. I put best weapon I found to 1.weapon slot and crappy one to 2.weapon slot. It used the 2.weapon :|
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Hedgehog-dono
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Sun Sep 30, 2012 6:29 pm

DrSalvador wrote:>Santasissick
I agree. Would suck for your weapon to break in the middle of a lengthy desert run. Maybe also have a repair kit or some sort of item to improve a weapon's condition by a little bit, but make it pricey?

Also yeah that's why I got tired of playing dead island haha.
Looking at the medic system, having the sword 'medic' system be similar to that would be a benefit.

So you have two or three meters on your sword; durability and blood/dirt/rust (with rust being the possible third).

Durability is obvious.

Blood is the equivelant of the 'bleeding' status for a character .

Rust is also obvious (and a percentage).

You enter a battle and kill a man, your sword is now covered in blood. When your sword is covered in blood, the rust meter will rise, causing durability to lower at a much quicker rate. To combat this you use a cleaning kit (which will clean any blood off of your sword).

Let's pretend you didn't use the cleaning kit, your blood will lower slowly (much like a character's blood while they're in the 'bleeding' status) and the rust will rise like a character's blood would lower while bleeding. The rustier a sword, the faster the durability lowers.

Any durability lost from a sword will only be repairable by taking it to a weapon's shop or using a repair kit (which should be very heavy because of the kind of things that would be required in it).

As an aside, it would also be nice to be able to switch characters to 'blunt' stance, which would they hold their sword reverse (blade facing them) and they cause no bleeding, only breaks.

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Nitote
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Sun Sep 30, 2012 6:37 pm

I sure hope that durability WON'T be implemented, cause i have no intension of repairing the weapons for my 200 troops.
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Hedgehog-dono
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Sun Sep 30, 2012 7:04 pm

Nitote wrote:I sure hope that durability WON'T be implemented, cause i have no intension of repairing the weapons for my 200 troops.
I'm sure if it's implemented, it will be something you only have to do rarely. Using my example, so long as you hit 'clean' (Given that it didn't just get added in as a task in the 'medic' button) after each battle, you'd be losing very little durability.

Even if it is implemented differently, there's most likely going to be a 'repair all' button that works like shopkeepers (ie. as long as you're close enough to the repair bench/whatever-is-used with all of your characters, they will all repair). The game seems to be travelling down a 'realism for the sake of fun' path and not a 'realism for the sake of realism', so I wouldn't expect anything too horrible to be added.

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zibathy
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Thu Oct 04, 2012 7:23 am

If it's implemented, I hope it's unrealistic this one time... I want it to take about 1,000 swings before I have to repair it... not 50 like in fallout :/ although it's more manageable in Fallout cause you're only one person. I think it would be nice if it did base damage and you could sharpen them to do bonus cut damage and that would be a kind of durability. When it's down to 0 it just does normal damage, but when sharpened it's considerably more slicey.
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