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Showing results for tags 'axes'.
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Weapon naming inconsistencies
Zenity posted a topic in Server BugsSome minor confusion regarding the naming of Mauls and Axes in respect to their respective skills. Maul types available are Small, Maul and Large Maul, skills are small maul, medium maul, and large maul. Axe types available are small, axe and huge axe, skills are small axe, large axe and huge axe. There is sometimes confusion when trying to explain that medium maul or large axe are not named consistently with skills that are associated with them, where the other skills match the items available. Swords are fine, the items match the skill names.
Rare Huge Axes 86.4QL N99 LT86 C75 MS72 moved to auctions 85.8QL N76 LT74 C78 MS70 87.1QL N74 LT70 C90 MS66 86.4QL N76 LT62 C72 MS78 20 silver each. Willing to negotiate. Pelt 49QL 35dmg c81 - 50c Hammer 71QL c91 - 3.5s Shovel 1ql c91 - 3.1s Pickaxe 4ql c88 - 1.7s will add more First come first serve. Merchant is located at 3x 27y at Flippy's Harbor.in Deliverence.
Give Throwing Option A Bigger Purpose! >:d
Orias posted a topic in Suggestions & IdeasSo I have seen the throw option and my cousin when playing mistakenly clicked it because he forgot he was set to range. Now I personally feel there is really no point to it, BUT there could be. I took the liberty of throwing together a quick model of a possible throwing knife which could add a slightly more interesting combat/crafting option. AND THIS IS THE UV MAP Now I figured for the knowing knife it would use a wooden handle (duh) and have its own craftable blade! The blade would be made out of the basic lumps of ore etc, and use about .5kg to make and lose .1kg-.2kg per failed attempt. Also the range would be almost like that of a short bow (almost) maybe around 3-5 tiles away from target would be ideal range. But as we all know this is just an idea/suggestion for the simple fact I felt throwing lacked a purpose besides losing the item and peeving some creatures or person. -UPDATE- Possible texturing? (sorry for weird look me and map had a disagreement) MORE DETAILS! This one is thanks to Martynas from/on the deliverance server. The weapons could be used against certain types of armor for best effect. Knives for cloths and they would be mostly short range, Axes for leather and be about medium range, and Javelins for the higher armors and be long ranged. Not to mention the minute details most throwing weapons would need could attribute to fine carpenty to balance the handles and such "... Those smiths have too much power" -Dizzylexia [11:06:28] <Dizzylexia> a thrown weapon could be improved just like any other fine carpentry item, just something like "This weapon is finely balanced (78) and will strike enemies harder and be more accurate" The basic stats would be knife, axe, javelin from light damage to heavy damage. Both the axe and the knives could be made with just handles while obviously a javelin would be used with a staff. The axe heads would use a 1kg lump as to where the javelins might use something less. Speed I would assume via regular logic that the knives would be fastest to throw and have something like a base timer of 10s and say chip off .5s for every 10 levels. The axes would have something like a 15s timer and the javelins 20+s give or take. -Javelin model and UV map- NEED TO BE TEXTURED ANY TAKERS?! -JAVELIN UV MAP- -Throwing Axe- This was done in 30 minutes while juggling other things so its not as good as the others. But its not supposed to be perfect. -UV MAP-
Give Axes Parry
Draulius posted a topic in Suggestions & IdeasAs of now, Axes are the most unpopular weapons. They are popular for uniques, but those are extinct now. This is because the extra damage is not worth the complete lack of parry and being hit all the time. You might say it is for people who aren't taking damage, such as having pets aggro, but players don't like to do that since it lowers skill gain earned from the target. Also, axes are ineffective against armor. If I recall correctly, axes could cut through plate like butter or have great blunt force, but whatever. The solution to this is to give Axes parry. A negligible one. Something. Anything is better than how axes are now. Currently, players would much rather use a weapon that does less damage but can save their life. With a small parry, axes would be utilized MUCH more! Does this look balanced to you? Swords: Fast Speed, High Parry, Decent damage against all types. (Balanced Mauls: Medium Speed, Medium Parry, Good damage against all types. (Balanced) Axes: Medium Speed, No Parry, High Damage but ineffective against heavy armor. (UNBALANCED) Nobody wants to use a non-versatile weapon that will also get them killed. Don't you think the lack of armor effectiveness balances the high damage enough?! GIVE AXES PARRY!