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HardLess wrote:
KillerGremal wrote:
I've played a little bit around with scale changes, here's a test mod tuned for actors only:
Mod-ModelScaleRandom-Alpha2.ds2res (Alpha 2, 6kb). Please check the ReadMe file for essential details.

It could be nice to choose the scale of the character in the creation menu :).

Indeed, this would be great contribution for the game.
Already now the player's heros may suffer/enjoy a little random scale change that is stored in a Gobit, and in similar manner the input from the GUI could be carried over into the game.
...unfortunately I don't have much skills making new/modified GUI interfaces (on average I think I did this only once per year on maximum so far :P).

 

iryan wrote:
. . .
In the next version of the Legendary Mod I've tweaked the ranges, reload values and damage of the bows. Regular bow are slightly faster than now, same range as in DS2 and same damage potential. Long bows have +2 range but +1 reload time to compensate. Crossbows have +3 range. Note that this only applies to the converted DS1 weapons, it's not a function of the Legendary Mod to solve shortcomings in the vanilla DS2 weapons.

As KillerGremal pointed out you can't expect real life values in DS2! It's all to do with balance and don't forget you can get a lot higher ranges through skills. If you have too high a range then the monsters wouldn't stand a chance. You would have to have a system similar to a lot of games when monsters suddenly teleported behind or around you or constantly ambushed you in order to maintain a balance. I'm not a fan of that sort of system.

Also DS2 also gives ranged players the throwing ability and if bows are too strong, then throwing weapons will be pointless to use (which they probably are anyhow).

I don't want to thwart any balancing intentions, but actually for these reasons I probably would be some more restrictive with the scheduled changes!?

The growing balancing conflict of the increased (cross)bow ranges and the AI values of monsters is evident I guess...
...and concerning (cross)bow and thrown weapons, I would take care that bows don't get faster than 0.6s - because the faster they become, the more/sooner players may wonder (if they don't already do) why it's easier/faster to draw a bow with an arrow than to throw a knife (currently 0.73s without skills).
In contrast to this, assumed you are going to make your long bows +1s slower because of +2m range (are they so strong then? +1s is quite a lot even for my 'restrictive' taste), wouldn't it be appropriate then to this (or any other delay increasment) for crossbos with a +3m upgrade as well?

Well, just some rough thoughts on this, and there's absolutely no reason to adpot this point of view.