Can anyone show the idea of how it should be?
Just collect the idea in case dev come to read. We all pay for this at least we all have something to say, right?
I don't want the combat with the boss to be too easy and make some weapon meaning less.
What kind of mechanic do we need to make combat difficult and illustrate teamwork with friend?
Also, what kind of thing we need to make farming fun and reward for doing rather than go out hunting?
This is the part about great shield that i write so far in Weapon and Armor Ideas/Theories topic:
All weapon should be able to block, but depend on the type of weapon the damage block vary Like:
Chakram , bow, staff and prism only 20%-40% depend on tier
dual blade and gauntlet 30%-50% depend on tier
great sword 40%-60% depend on tier
great Shield 50%-80% depend on tier. also should include some skill to take damage for friend or boost our own DEF and aggro boss or other mob to ourselves. probably swing slower than Great sword,but can protect friend and magnus in battle.
The highest tier of Shield should be Genbu or Spirit turtle shield
I want this game to be challenge rather than hit it till it died kind of game. Working together with others character to kill the boss. I expect boss to hit like a truck and we have to support one another to kill it. if boss can be kill easily why something like shield or healing skill even exist? Also, plz limit the number of item we can carry when we have to go out of town like on item window, we got orange box indicate our backpack and other blue box indicate our storage in village, when we go out of town, blue box disappear and left only orange box. i don't want to see people to spam their unlimited 999x potion or other healing item when fight the boss. one small box can only carry 10x potion or depend on item size. You have to get a bigger bag to carry more and the new bag can be found in store with very high price tag or optional Boss extermination quest. We need to work together to kill this boss since optional boss is stronger than normal boss.
Is it possible to add familiarity to each type of weapon in the game? the more you use it the more skill you got for that weapon and increase efficiency of the weapon like higher damage or increase attack speed or increase block bonus or DEF boost when equip. Also, can we dodge enemy attack in this game? like rolling or dash to the side like MH. Do we have stamina to keep note or we get unlimited stamina to farm and fight monster. Dodge attack will make shield less important, but it help balance weapon if Shield can block boss attack and take damage for friend.
I think that rather than an extremely deep combat system what should be important is to make every item to have their purpose. Do axes chop wood? What about a boss about chopping an evil tree?
Also, since the game will provide lots of different items I think it's necessary to be able to use several at once. There is something I hate in games that gives you lots of choices: to only let you pick one. For instance, having 3 weapon slots will help to diversify. A good idea would be to have simple attack weapon that in conjunction creates unique combos, so basically even if a weapon has only a specific attack pattern, each weapon combination creates a different combo attack, so players have to figure out which combo patterns are the most effective in certain situations.
An example of this would be something like:
► Electric arrow paralizes the enemy
► Grappler, which has a long range but is slow gets the benefit of having the enemy paralized and grabs the enemy and pulls him to the player.
► Silver dagger has a very short range but it's fast and double damages to paralized enemies.
Every weapon is very simple and straight forward, but the combination of them creates unique combos.