A useful image for anyone wanting to model weapons in Blockland.

Author Topic: A useful image for anyone wanting to model weapons in Blockland.  (Read 7268 times)

But there's no point arguing with you.
You're acting like Bushi is being a stubborn richard that doesn't listen to reason. If you're going to argue someone, don't ragequit when they bring up good points. As for removing guns, it would get frustrating after a while because you could literally only fight someone when they are right in front of your face, meaning that you could just run away from everyone without any risk, wait for them to kill each other, and then win by picking off the last alive. It would lead to slow gameplay because you simply don't have to fight to survive.

I think we do need unique and special weapons, but melee is definitely not the way to do it. Perhaps some weapons like you might see from the Ratchet and Clank series? Those tended to play differently to each other and have unique effects.
« Last Edit: November 25, 2014, 12:30:55 PM by TristanLuigi »

A good melee server would be if someone made Chivalry-esq weapons.

You're acting like Bushi is being a stubborn richard that doesn't listen to reason. If you're going to argue someone, don't ragequit when they bring up good points. As for removing guns, it would get frustrating after a while because you could literally only fight someone when they are right in front of your face, meaning that you could just run away from everyone without any risk, wait for them to kill each other, and then win by picking off the last alive. It would lead to slow gameplay because you simply don't have to fight to survive.

I think we do need unique and special weapons, but melee is definitely not the way to do it. Perhaps some weapons like you might see from the Ratchet and Clank series? Those tended to play differently to each other and have unique effects.
there's no loving guns in medieval era, that's what mr nobody may be looking at.
there's no point arguing with bushido because they'll always have a different opinion.

What's up with this anti-low poly rebellion all of the sudden?

...90% of what you said is a gun.
We need more melee weapons, ones that don't suck.
i mean like originality/creativity.

main purpose of a fire arm: causing damage
main purpose of a melee weapon: causing damage

i am almost positive that weapons function as a modifier to the blockhead using them, potentially altering the method of play depending on the fore mentioned weapon

in code, a melee weapon practically attributes to a really really really short ranged gun and vice versa

both make use of a projectile, but the melee weapon's fade delay instantaneously rids off the projectile not long after a swing-generally visible by a particle effect to signify the point of impact

for the instance of a sword, the projectile lacks viewability, but the armattack animation represents that an act of producing the projectile has taken place; this provides indication when someone makes use of the sword or not

gameplay in effect has an arcadey sense of logic
as mentioned earlier, the sword will literally never hit past a few studs ahead of the player since the line of fire provides an impression of what we consider a melee weapon

maintaining the simple structure of the sword seems the only solution to complimenting the model of combat that the game provides

everything literally becomes a number management game for warfare
the player has to keep tabs on their health, movement speed, accumulated weapons, projectile velocity of that weapon, delay time between "shots", range of the projectile (before it fades), damage of the projectile, spread of the projectile, position of the muzzle point, and plenty more-including awareness of enemies & cover

i dont know about you, but most of these seem like
complete bogus to keep track of during such a stressful situation

all of these variables have relevence, but mostly end up sized down to make more sense of what to look out for or not regarded at all due to the obliviousness nature of gameplay

a couple of additional variables to track on a sword such as elemental/status effects wouldnt deter from the fast paced scenarios that weapons of this category find themselves in, but attempting to realistically establish a [sword] does not really have its place

are you really going to simplify dozens of techniques, stances, and blade travel direction into a few single keys, if not a single mouse button?

sure, but it would appear impractical if anything, especially in the context of a lego game governed by better more effective guns

the current sword that we have now as default fits perfectly into its own little niche of sword play;
contending with anything up means adapting

instead of creating a brand new sword with fancy animations and particles, adjust to the role that the default sword instills-every single server has the sword as a permanent weapon to enable for the server

open combat against any weapon with a longer lasting projectile places the user of the sword at risk, limiting your purpose to making use of guerilla tactics if you desire to effectively dispatch your foes

it makes perfect sense inside and outside of the game

the sword does not ask for anything aside from the relevance of your position to your target; it doesnt have any other ability than to eliminate as quickly as possible when in appropriate range

instead of weighing out the fundamental one sided design of melee weapons as a list of cons, try to view the positive aspects that they invoke



tldr: combat is only as unique as you take it; swords are rad

« Last Edit: November 25, 2014, 01:55:58 PM by Im_AFK »

You're acting like Bushi is being a stubborn richard that doesn't listen to reason.

If only you knew.

swords

wait are you telling me that the reason people should make more melee weapons is because melee weapons are completely outclassed by guns

like i can understand 'no, melee weapons have their place as weird gimmicky weapons to be used at short range in order to punish people at short range with high knockback or through very reliable and consistent attack patterns or having some deliberate use like a sweeping crowd control capability as long as their purpose isn't just do damage because then they will lose to guns' or 'no, melee weapons should exist but only in the context of completely melee-centric packs because then they have no guns to be outclassed by, but then comes the issue of 'how do we make the melee weapon good in the first place'' but the idea of a weapon needing to exist because it's stuffty is nonsense to me

for example the default bow is the most garbage thing in existence and even if you do get a kill with it whoop-ee, you got a kill with the most useless and unwieldly weapon in the game

like there are better things to do with your time then hold your own hands behind your back
« Last Edit: November 30, 2014, 03:15:45 AM by Bushido »

nooo wtf default bow is like the best weapon it's fully automatic wtf are u on bushido

nonono

its just in terms of practicality a gun should generally always out perform a melee weapon thanks to its range

the trend would mean that long ranged > close ranged
usually determining the outcome of combat

if the enemy cannot pull off any hits on you since you have distance away from them, and you have the ability to damage them
you win

but then theres the factors of awareness and skill associated with the weapons

a new player with a mg against a veteran with a sword might lose against them since the veteran makes use of tactics such as flanking or not confronting the guy straight up

its not easy to duke it out and win against the guy with the mg, but the weapon's role makes it that way

i mean a melee weapon is just a gun that has conditions
its literally designed around being up in some punk's face

its imbalanced to the point of balance by means of applying logic
"dont bring a knife to a gun fight" describes this best, but the player that knows what theyre doing with that knife may still be effective

idk what to say about the bow rofl
full auto gravity affected projectile slinger
atleast its better than an empty inv


i guess the weapons effectiveness depends on the time period 2

early fire arms in middle ages suckd, swords ownd

mayb futuristic setting might have the same scenario

« Last Edit: December 01, 2014, 02:40:45 PM by Im_AFK »