ABS uniques and rares

... sit down, kick back and relax, and talk about anything that doesn't belong on one of the other forums.
Tempest
Posts: 212
Joined: Mon Apr 27, 2015 9:55 pm

Re: ABS uniques and rares

Post by Tempest » Sun Sep 18, 2016 5:23 am

Langois is spot on

jasmin
Posts: 242
Joined: Sun Dec 27, 2015 3:53 am

Re: ABS uniques and rares

Post by jasmin » Sun Sep 18, 2016 12:37 pm

Plus also having the master weapons fly around in circulation was amazingly fun :)

Seemed like giving us postures took away a QP sink and made us so much more more versatile for pk styles (oh I'll be defensive or offensive).

probably an insane amount of work for the imms though - I wonder if there could be some system to make it really easy guidelines/names/setup wise.

Like... for a character to have a master weapon they can get +1 point in it, up to +3 points if they get 3x of the weapon, issuable up to 5 times but can't be rented by anyone but that char..

So if I have 3 Sungwood staffs, I could turn them into a Sungwood +2pb +1 ob (or whatever the usual rules were) - and that's my master weapon..

However if someone has 3 OCGs, turns them into an OCG with +2 dmg +1 ob, (yes absolutely insane I know.. but think about this as someone with 3 ocgs who already has postures and master damage anyway) they can issue this up to 5 times.

Or have like 25 basic templates (DG, Bronzer, Eaxe, Mallet, BT, Gold Spear, Scourge, Firedrop, Yew, Sungwood, FBladed, WSL, I&G, Pale, Silver Plated, Amber, CC, Jade, Kris, Pair of Sai (non stab), Tulwar, Ruby, Epee, etched) where masters can issue their master weapon from any of these, and can either +/- weight, +ob, +dmg, +pb, having 3 points, but the second point costs two. (i.e. you could have 2 points in damage, or 1 point in damage, 1 in ob, and 1 in weight).

Sarryn
Posts: 568
Joined: Wed Jul 01, 2015 7:30 pm

Re: ABS uniques and rares

Post by Sarryn » Sun Sep 18, 2016 5:53 pm

Not a big fan of the master weapon idea again. These get spread around after you die. And then there's just a lot of powerful weapons about. I am a fan of removing things from master though for sure. Been a long time advocate of removing so much pk bonus's. Fades are the top one in my mind that need nerfed a bit. But masters simply being forced to choose would help. Defensive plus 10pb, normal damage bonus, offensive plus 10ob. Keep mob lead and there. Each reset you gotta choose what you prac. You get one prac put it into whatever style you want. This would create much more diversity. Though I'm guessing most would choose the damage. And I honestly wouldn't be opposed to it just being defensive/offensive with pb and ob as the results.

As for abs, and there weapons. I haven't really seen much a problem with it. Absers are just meat shields that are supposed to die. Though some don't like to. Absers in 1 on 1 fights or even 1 on 2 fights are quite viable. I've seen them do really well against full kits either dodge or combo. You just have to use a mob or mobs. A zerking warrior abser is honestly one of the most powerful chars. Add on master to that and you can be a wrecking ball. Specially when your opponents constantly outnumber you. Which leads to zerking and thus being more powerful. But meh my 2 cents. If anything I'd be up for upping base abs to 85%. I have fought tons and tons of 1 on 1 or similar low matches. Absers don't need help if the player is smart.

Ps. And an aside note that monthly change for barracks in fd. Should be permanent, it was nice to see other types of mobs up north. DS get's a nice advantage with all the mob it can lead. Most clans down south cba to bring a mob. Lot of times we could certainly use the reinforcement up north. DS simply has better organization etc.

langois
Posts: 222
Joined: Wed Feb 18, 2015 2:53 pm

Re: ABS uniques and rares

Post by langois » Sun Sep 18, 2016 9:21 pm

The original master weapon setup was as follows...

30 qp to issue. No rent. You had to turn it back in when you were done to get your qp back. If you died the other side could use your weapon until reboot.

Retools had to be regular weapons. No herons. Rares gleamers.

3 points could be applied. No more than 2 of 1 kind.

1 ob point = 5 ob
1 pb = 7 pb
1 weight = 2 lbs
1 damage = whatever more damage was.

It worked. It was more fair and more fun. Herons were still better than master weapons.

Sarryn
Posts: 568
Joined: Wed Jul 01, 2015 7:30 pm

Re: ABS uniques and rares

Post by Sarryn » Mon Sep 19, 2016 10:59 am

So the weapons would be removed at reboot? No matter if they stayed on or did whatever with them? I wasn't here for the first master weapons. By the sounds if they remove at reboot that's ok. 30 qps loss per weapon issue seems absurd though. Did you guys have postures as well? I think that idea by the sounds would lead to a lot of scalp taking by masters. Which is pretty annoying honestly if your not a clanned who's not. Unless there's ample scalps to go around. I'm not so sure that it wouldn't be easier to just do my idea. We have everything in place with postures. It would just require a little tweaking. Maybe a mob to prac the posture at. But that could be built in to any prac mob I would think.. dunno. Not sure if they keep old data like old master weapons on hand. Or if they'd have to re do it all.

langois
Posts: 222
Joined: Wed Feb 18, 2015 2:53 pm

Re: ABS uniques and rares

Post by langois » Mon Sep 19, 2016 11:01 am

No postures.

It wasn't an issue back then, I don't see why it would be an issue now.

Maybe stick a weapon issuing mob in major cities. You got your qp back when you returned your weapon.

Sarryn
Posts: 568
Joined: Wed Jul 01, 2015 7:30 pm

Re: ABS uniques and rares

Post by Sarryn » Mon Sep 19, 2016 12:26 pm

While you get your qps back IF you turn it in being nice. I still think it would lead to A. Sissy more conservative play B. More masters having to take scalps to make up for that 30 qp loss C. Masters getting frustrated at having to regain those qp loss each time. I have a good buffer on all my masters so far. Which has come from a lot of solo action, and or no one else to use. But there are a lot of masters who do not have a buffer or keep one. I think 30 qps is beyond harsh. Specially given you already earned your status. I honestly don't even like it being any qps to issue... Maybe 5-10 tops and I still think that would suck. But that's my opinion on it all.


I get master the last thing I want to do is be taking scalps from others in pk. I've helped tonnnnnnnnnns of people master as a result. As have most masters not being greedy. I have one master that I'm within like 700 of rank 8. But that has taken me ages and a lot of solo pk to accumulate.

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: ABS uniques and rares

Post by Razhak » Mon Sep 19, 2016 1:33 pm

It wasnt a problem back then. People regularly just dropped master weapons in PK, and if they didnt, it was just as well.

I would love this change.

As an ABS master I always feel I am getting the short end of the stick. I only ever turn posture on offensive when I log on, after that never change it.

Postures are much more versatile for channies and combo/dodge masters: if you are in a tough spot, you turn on extra def... if you want to hit that low dude whom you are chasing, you turn on extra OB.. And in all situations you get extra damage!

I think the playing field would become alot more interesting if people were forced to choose much more how to play their characters, like in those days. Whether this is done by a system based on special prac slots during prac-resets, or on master weapons is a matter of choice.

I personally would love a master weapon myself (WSL + 1x weight and 2x damage which hacks!)!

Rig
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Location: JESUS

Re: ABS uniques and rares

Post by Rig » Mon Sep 19, 2016 2:00 pm

+1 for removal of postures and re-imp of master weapons.

Thore
Posts: 443
Joined: Sun Mar 22, 2015 2:06 am

Re: ABS uniques and rares

Post by Thore » Mon Sep 19, 2016 5:32 pm

This is interesting to read and think about, but postures would have to be removed at the code level, right? And imms would have a lot of work creating master weapons for everyone? (And how often could you change yours?) Sounds unlikely to happen unfortunately.

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