Board Thread:Suggestions/@comment-24108228-20150808205937/@comment-24108228-20150829152600

An Observer wrote: I believe that if we are to make combat more frantic, we aught to make it also less desireable to be in bulky armors. Perhaps armor could slow down hit rate as well? (possibly even making leather armor a still worthwhile, but no longer straight upgrade from being unarmored) The issue I see with this is that armour isn't free. It'd be a bit like slowing down the hit-rate of high end weapons so they have a similar DPS to the ones lower down, they're not supposed to be equal in effectivity to their early game counterparts, they're supposed to be better because they cost more. What this is doing is balancing "Not doing any work." with "Spending roughly half an hour to gather the materials for two bluesteel, then crafting it into armour (a recipe which has the highest smithing requirement in the game)". Armour has already lost some of it's appeal now that you don't need to wear it to avoid being one-shot, that's plenty as far as I'm concerned. I5-2500k wrote: Yay! Now that no weapon can instantly kill anymore, everyone with slightly awful internet won't be able to score a single kill. If your internet is so bad that you can't kill anyone without instantly-killing them with a one-shot weapon while they don't suspect it, I would be surprised if you can play for long enough to get one of these weapons without disconnecting. Bring some armour, a good weapon, and you'll still have the advantage, it only takes two hits.

Looking at it from their perspective, it's rather unfair that they should be at the mercy of everyone in the game who's visited one of the many islands capable of producing steel, purely because they haven't gone to bento yet. Sometimes people are guarding bento island, what then? This also wouldn't exactly be realistic, smashing a big, thick, heavy hunk of steel into someone's throat should kill them on the spot. I could say the same for an iron sword. Or any metal tool in the game for that matter. Your throat is very delicate, and thrusting something sharp into it will most likely kill you. If a bluesteel knife isn't capable of killing someone if you thrust it into their throat, then it's likely safe to say that a headshot isn't synonymous with hitting them in the neck, but more to do with hitting them in the head, an injury that you could probably survive if you were lucky. Combat would become a game of skill-influenced average hit rate, rather than one of mainly equipment influenced hit rate due to the more frantic atmosphere of combat. This would shove combat a little bit out of its comfort zone with tiers being the main decider in battle outcomes. I don't see why this would make the high-end equipment less important when fighting weaker enemies.

When comparing weapons that have identical reload, you want to know how many hits it takes to kill your foe. Assuming I hate a chap in reinforced iron armour, and I have a mithril sword and an iron sword, I will take the following into consideration: Reinforced iron armour gives my foe 225 health. An iron sword (with this in effect) deals 30 damage per headshot. While my mithril sword deals 70. Diving the health by the damage then rounding up, I get the number of hits required. An iron sword requires 8 hits, while the mithril needs only 3. So I'd pick the mithril sword, as it's definitively better. The suggestion doesn't change how much better it is either, old values gave 4 hits for the iron and 2 for mithril. Both result in roughly 2x more hits required to kill someone with iron tools. This system just means it's less of a stressful wait to swing, and more of an intense fight against your foe.