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Gun Level Requirement Revision - Community Projekt!

 Post subject: Gun Level Requirement Revision - Community Projekt!
PostPosted: Thu May 15, 2014 12:27 am 
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Hi all,

to improve the variety of guns used in game especially for younger players McCragge and me have agreed that it might be good to look into the level requirements of the guns again. I personally think that the lvl requirement of most guns is too high so that they can not compare to other forms of combat.

I have just checked:

Modified Service Pistol lvl req.: 5 , damage: 10 - seems ok!

Bennett Large Bore Pistol lvl req.: 12 , damage: 44 - a bit OP , but is a quest reward- seems ok!

LasPistol - Flawless lvl req.: 14 , damage: 5 - seems too low, even despite the high int bonus, should be attack ~ 14-30



So these just work as examples. Everyone with some experience in shooting is asked for his opinion. Please post guns and your opinion on it and if you think its not good, post your proposal on new stats!

As a rough guideline and my opinion (also open for discussion): A gun should have a factor of 1-3 of it's level requirement as attack. So a lvl 30 gun should have somewhere from 30-90 damage. I expecially like the idea that not all guns follow exactly the same formula! Some guns migh of course be a bit better than others. Also take into account that there are strong bonuses sometimes and ofc rarity should play also a role.

That is all for now, I will continue to post guns later on - just to give an idea what it all is about.

Best reards Ultimor (troelf)


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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Thu May 15, 2014 11:27 am 
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Gun attack levels have been adjusted according to their level and their rarity.

In almost all cases damage has been increased.

This only affects green or better items. Make them more powerful and desirable.

The formula for adjustment is such...


Grey --- Base Line Damage
Green --- x 1.5
Blue --- x 2
Orange --- x 2.5
Purple --- x 3
Yellow --- x 3.5


Most guns where way under powered...and a few way over powered. Now they should be all properly adjusted.

+_+_+_+_+

Special note, the attack values of weapons increases incrementally as the level of the weapon increases. That is the base line that is adjusted with the above formula.

So there is a chance that an Epic is better then a Legendary...if that is the case, then it is because the Epic is higher level then the Legendary. But higher quality weapons bring more then jut higher attack values, they also have stat boosts as well, making them even more valuable.

McCragge

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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Thu May 15, 2014 3:49 pm 
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Let's take a closer look at some guns:

First in line in the doctor's ward comes the:

Hold out Pistol
Attack: +25 Dexterity: +2
Strongness: +5 Charisma: +5
Intelligence: +5 Minlevel: +42

Its Attack is on par with that of a Shotgun Remarkable, but not so its Dex:
Attack: +25 Dexterity: +12
Minlevel: +41

But the Hold out Pistol is a unique. Yes it has some nice stat boosts... but not for that level req. Bottom line, as it is that gun is a laughing stock :annoyed .

I suggest you give it a +15 Attack, make its level req 12 and swap it for the Bennett Large Bore Pistol as the reward for completion of the quest "Flight To Paradise". It'll be a nice gift for the noobs, as the Bennett was already overpowered as Troelf remarked.

Then give the Bennett +25 Attack and level req 42. It would make much more sense that way. You could then beef the Bennett's Attack a little, though it's already packed full of stat bonuses:
Protection: +10 Strongness: +10
Dexterity: +10 Intelligence: +10
Charisma: +10 :guns02

And it would make a nicer drop don't you think ? Or _forgive me for straying away a little_ it could be a reward for a quest. That would be cool to collect the entire Bennett line of unique guns throughout the game 8) .

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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Thu May 15, 2014 3:58 pm 
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MadGI wrote:
Let's take a closer look at some guns:

First in line in the doctor's ward comes the:

Hold out Pistol
Attack: +25 Dexterity: +2
Strongness: +5 Charisma: +5
Intelligence: +5 Minlevel: +42

Its Attack is on par with that of a Shotgun Remarkable, but not so its Dex:
Attack: +25 Dexterity: +12
Minlevel: +41


Good catch. This gun fell through the cracks as I was updating the weapons. It's attack value is the base. It hadn't been adjusted. It is now

Att: 63
Dex: 20

McCragge

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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Thu May 15, 2014 4:21 pm 
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And two more patients:

The Stub Gun and the AutoPistol. The first starts at level req. 1 for Worn and up to 21 for Flawless. the other starts at 1 for Worn and ends at 22 for Flawless.

Odd, isn't it ?

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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Thu May 15, 2014 4:30 pm 
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MadGI wrote:
And two more patients:

The Stub Gun and the AutoPistol. The first starts at level req. 1 for Worn and up to 21 for Flawless. the other starts at 1 for Worn and ends at 22 for Flawless.

Odd, isn't it ?



Not really.

Consider the following:

All players start at level 2.

Total amount of guns alone for players to use until they reach level 21 is 30 guns

Of those, there is:

1 Uncommon
1 Rare
3 Artifacts

Of course, this is for guns only and not the other weapons a player can chose from.

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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Sat Jun 07, 2014 5:58 am 
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A new patient for the gun clinic: the Sniper Disruptor Gun

When DEX and ATT modifiers were swapped this was clearly overlooked. If it made sense for a sniper rifle to add only a meager +10 for rifle-butting, it doesn't for a sniper rifle to add only +10 DEX. It should be superior to the multi-load shooter.

And of course its corresponding enhanced version should be upgraded as well.

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 Post subject: Re: Gun Level Requirement Revision - Community Projekt!
PostPosted: Sun Jun 08, 2014 11:49 pm 
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MadGI wrote:
A new patient for the gun clinic: the Sniper Disruptor Gun

When DEX and ATT modifiers were swapped this was clearly overlooked. If it made sense for a sniper rifle to add only a meager +10 for rifle-butting, it doesn't for a sniper rifle to add only +10 DEX. It should be superior to the multi-load shooter.

And of course its corresponding enhanced version should be upgraded as well.


Aww crap, another typo, I will get that fixed up right away.

On another note, Gun combat formula has been modified, no longer does it use half your dex. It now uses all of it. So the formula is:

Attack of Gun + Attack of Bullet + Dexterity

McCragge

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