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Old 11-01-2011, 06:18 PM   #41
trulyem
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Quote:
Originally Posted by isaacrulzrs2 View Post
My point was NGD have a habit of finding difficulty with any content adding/editing.

There is a difference between high jacking and taking exception.
I am well within the limits of this thread topic so don't try to bail it out with that excuse.

Firstly this was poorly done but it was bonus content all the same.
Secondly I would rather NGD shift the focus onto more pressing concerns, I'm pretty sure you can make do with what they've already done.
It was so poorly done that I predict two handed weaponry will become redundant in the near future as new epic/magical one handed and off handed weaponry is found.
Currently about 80% of barbarians are already using dual wielding even though the equipment at the moment in circulation is mediocre, people realize dual wielding as it has been implemented is superior and are effectively exploiting this and yet you want the more powerful *knight* weaponry to be accessible as well?

What I would've liked would have been a completely new set of weaponry that are optimized for dual wielding - the system in place does not fit the slot properly due to the potential stats on the off hand weapon.

In short, you can make do with what's available and allow NGD to work on the aspects of other classes.
Allowing the use of the more powerful knight weaponry is not only a bad idea but unnecessary and is effort better spent elsewhere.
LOL, like NGD cares.
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Old 11-01-2011, 06:36 PM   #42
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Quote:
Originally Posted by isaacrulzrs2 View Post
My point was NGD have a habit of finding difficulty with any content adding/editing.

...bla-bla-bla...broken record...
You really don't get the point at all. SQL requests will look like this:

Code:
UPDATE weaponry_table SET requirement='Warrior' WHERE template_weapon='Elite Knight Mace';
Same for Elite Knight Hammer and other weapons. That's not so hard, is it?
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Old 11-01-2011, 08:18 PM   #43
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You're still nit-picking over - in the scale of things - negligible details which again, aren't certified as being beneficial.
A debatable change to a recently added large piece of content should not even be something considered by the developers when there are more pressing content changes that are needed.

Again I'll simplify.
It is not solely a question of how hard it would be to execute but whether it should be.
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Old 11-02-2011, 03:06 PM   #44
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1/ Half-finished implementation is not an issue.
2/ Other things are more important.
3/ Dual-wielding has been poorly implemented, so keep it as it is.
4/ It's too hard for NGD.
5/ It's negligible details.

How many more lame pretexts I'll read ?
You're funny.

For my part, every kind of bugs or unintended errors should be fixed asap while if it's still fresh in mind.
(Whether Eragon Shadeslayer likes it or not)

Or else, that will end up like this :
> http://www.regnumonline.com.ar/forum...ad.php?t=75726
Above the pile of unfinished/broken stuff.
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Old 11-02-2011, 03:16 PM   #45
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I got the impression from Chilko's post that this isn't a bug, its a feature.
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Old 11-02-2011, 05:48 PM   #46
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Quote:
Originally Posted by standistortion View Post
I got the impression from Chilko's post that this isn't a bug, its a feature.
i hope it's bug
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Old 11-02-2011, 06:29 PM   #47
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Let me ask you and explain a couple of things to you...

Quote:
Originally Posted by PT_DaAr_PT View Post

Now for some reason you people decided to make half of the Elite Knight weapons restricted to Warriors and another half restricted to knights.
http://img822.imageshack.us/img822/7...1102613182.jpg
http://img810.imageshack.us/img810/3...1102613211.jpg

It's true that Barbarians can purchase Knight Warmaster weapons that require a warrior to be used.
It is also true that there are certaing Elite Knight weapons that require warrior class, and others that require Knight-only to be used.

But, it is also true that this happens with every 1 handed weapon in the game. It has always been this way, and these 1 handed weapons for warrior class-only always existed, but they were only used by knights due to the fact that the Dual Wielding feature didn't exist at all; forcing barbs to exclusively use 2 handed weapons, since there was a huge difference comparing these to a 1 handed weapon.

Anyway, maybe you haven't noticed it since these weapons have the word "knight" on their names.

Quote:
Originally Posted by PT_DaAr_PT View Post
Hilarious.

Explain why the 1-handed Warmaster Barbarian weapons are just Warmaster Knight weapons with warrior restriction. Nobody even bothered to make a name change.
http://img3.imageshack.us/img3/1365/...1102820203.jpg
I'm not the guy dedicated to design weapons and their names and such; but let me ask you something...

Does it make any sense to actually create a second set of weapons exactly equal in stats and appearance to one previously done before just because of its name if their functions are the same in every aspect?
Add to this the fact that this "new set of 1 handed-only weapons for barbs" should have a Barbarian-only restriction, but this would be making it weird (messing everything up) for a knight to actually not use one of them when they physically could since they're specialized in one-handed weapons, even though these "new weapons" look exactly the same and have exactly the same stats and attributes than one of their own subclass.
In order to fix this, all those warrior-only weapons should have their knight-only version too.

Basically, you'd be having 2 "different" set of weapons that are totally the same, but one's for a knight, and the other one's for a barb. What their difference aside for the name and subclass requirement? Nothing at all.

Besides, you'd need to consider that if a barb ever bought a 1 handed weapon from a lucky box before the dual wielding feature got implemented, this weapon automatically should be changed to an specific subclass whether getting the barb to an state where he is buying a weapon, or actually losing it because now it's knight-only and he has to trade it or pass it on to a knight, if he has one.

So far so good, right? Now tell me how would you change the subclass requirement and name for every 1 handed weapon in-game ever bought from a lucky box, traded between users or gotten from loot without having to check out every inventory in-game, without losing time that could be used for any other more important thing, and without making any mistakes (we are humans too).

Kinda harsh, huh? Bye, and have a nice day
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Old 11-02-2011, 06:57 PM   #48
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Quote:
Originally Posted by _Nel_ View Post
You're funny.
And you love every moment of it.

Quote:
Originally Posted by Frosk View Post
...
You dug yourself into this hole by going back on yourself.
It *would* have been a clean and balanced implementation allowing barbarians the use of warrior/knight weapons *if* you did not add the ability to find off handed weapons with bonuses and bring back shield bonuses that you previously removed due to balance issues.

Quote:
Originally Posted by isaacrulzrs2 View Post
"What was the reason behind removing shield drops with bonuses? (English Forum)

A Balance reason. Knights would have an extra slot to increase their main
stats if we didn't remove them."

http://www.regnumonline.com.ar/forum...36#post1262236
.
The ability to wield off handed weaponry with bonuses in conjunction with knight weaponry is overpowered, the majority of barbarian players have acknowledged this and are actively using dual wielding even though at this stage the off handed items that you will find currently on the market are mediocre at best - now fast forward about a year when far better off handed weaponry is being used.

Everyone has very strong suspicions as to why you went back on what was stated prior to this regarding shield balance (naturally) yet you could've made it work regardless if you had done one of the two but not both.

A more elegant solution would've been to either allow use of the current knight weaponry alongside off hand weapons with no possible bonuses or create a new set of one handed weapons that are optimized for dual wielding and give the ability to find off handed weaponry with bonuses.

This is with just the currently compatible weaponry for dual wielding, to then add the more powerful knight weapons to the list would be just digging deeper.
Since you are incapable of reversing, do not go forward - instead just leave it as it is and focus on more important matters.

Regards.
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Old 11-02-2011, 06:59 PM   #49
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Quote:
Originally Posted by Frosk View Post
Let me ask you and explain a couple of things to you...
Kinda harsh, huh? Bye, and have a nice day
thnaks, but here answer to one part of questions... what about: why barb can't use 1-hand magna weapon ( description was "warrior")? now only knight...

have a nice day? no... unfortunatly
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Old 11-02-2011, 07:38 PM   #50
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Quote:
Originally Posted by VeterKh View Post
thnaks, but here answer to one part of questions... what about: why barb can't use 1-hand magna weapon ( description was "warrior")? now only knight...

have a nice day? no... unfortunatly
I don't precisely know, but I'd bet it's because any of the current 1 handed magna weapons availables has more damage/attack-speed than any other "normal" weapon with similar lvl, causing damage imbalance (imagine a barb dual wielding with one of those things with 2 +7 AS gems embedded) and with that, complaints like the one made by isaacrulzrs2.

By the way, too bad you're not having a nice day. I hope everything works out well.
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