Just what kind of roster are we looking at for weapon types in PFO? Will we be getting the full workup of everything in the Pathfinder Core Rulebook?
Reach weapons and blunt arrows please!
I remember asking about this on the Q&A thread. I'm hoping that, by OE, we'll have lots and lots and lots. Probably only a few at EE, though—each weapon needs its own animation.
Weapons are a great source of flavor. Standard boring knight? Have him fight with a spiked shield. Suddenly, he's a bit more unique.
My character will be wielding a scythe as soon as possible. :)
If you look at 7:29 in the crafting video, you can see a list of the weapon smithing weapons. I suppose it may not be complete, but it's probably a good place to start.
Axe
Clubs
Daggers
Maces
Spears
Swords
Kobold Cleaver wrote: My character will be wielding a scythe as soon as possible. :) Yes! Me too! Scythe for the win!
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Currently working are several attacks from longbow, one-handed sword (e.g., longsword), one-handed blunt (e.g., mace, club), one-handed fencing (e.g., rapier, short sword), shield, two-handed sword, wand, staff, and (divine) focus.
I believe art is very soon going to have the animations and models so we can turn on attacks for one-handed axe (e.g., battleaxe), piercing polearm (e.g., spear), light knife (e.g., dagger), shortbow, and two-handed blunt (e.g., greatclub).
Once all the desired MVP attacks for those are done, we'll start thinking about additional weapons from tabletop. I have base stats determined for pretty much everything from the CRB weapons list, but no specific attacks planned yet. The decision will probably be a mix of crowdforging and things like divine favored weapons that we need for lore reasons.
Awesome!
Has or is dual wielding one-handed weapons scheduled for EE? Pretty much a mainstay for Rangers and Rogues.
Jiminy wrote: Awesome!
Has or is dual wielding one-handed weapons scheduled for EE? Pretty much a mainstay for Rangers and Rogues.
Ooo, good question. Will it be possible to dual-wield battleaxes?
Spear...excellent. Only one small (I hope) art-step from a trident.
I've posted this somewhere before, but I'm hoping to see the racial weapon types in game. Elven Curve blades, Urgosh, Orc double axe and the like.
So many weapons, so little time. Definitely something that should be added to over the course of several years, in my opinion.
Ravenlute wrote: Jiminy wrote: Awesome!
Has or is dual wielding one-handed weapons scheduled for EE? Pretty much a mainstay for Rangers and Rogues. Ooo, good question. Will it be possible to dual-wield battleaxes? Well, I was more looking at the traditional light weapon combination (dagger x2, short sword x2 or sword and dagger), but hey, whatever floats your boat!
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Shield can be offhanded but not mainhanded. Light Knife, One-Handed Blunt, and One-Handed Fencing can be offhanded or mainhanded. Basically, anything we have that's light enough to be offhandable at the minimum penalty in tabletop is what can go offhand.
Getting dual wield animations set up for lots of different combos takes lots of animation time, though, so I've promised the artists we'll keep the offhand options small and grow them slowly ;) .
With the core weapon lists, that means there's like twenty combos (axe, sword, fencing, knife, and blunt + fencing, knife, blunt, and shield). Doubled-up combos are possible but don't really do much with two identical weapons that you couldn't do with an empty offhand, though if you have different material types or enchants on them, there could be a benefit (e.g., a flaming cold iron short sword mainhand and shocking silver short sword offhand).
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Imagine the wailing from the art-department when we tell them we've decided to Crowdforge whips into the game.
So a Halfling dual wielding whips may be a long way off. :(
Great news!
I'm just happy there are a bunch of options!
T7V Jazzlvraz wrote: Imagine the wailing from the art-department when we tell them we've decided to Crowdforge whips into the game. and guns or alchemist bombs.
Stephen Cheney wrote: Basically, anything we have that's light enough to be offhandable at the minimum penalty in tabletop is what can go offhand. I do hope this is able to be changed at some point and let characters that want to invest in dual wielding both 1-handed weapons be allowed to even at the cost of a worse penalty.
Guns probably aren't too bad. Whips, however, are a pain.
Yeah, in general the more moving parts it has, particularly moving parts that have to look right in relation to other moving parts, the harder it is. Whips are nothing but moving parts :) .
Kobold Cleaver wrote: Probably only a few at EE, though—each weapon needs its own animation. Sadly I know the truth of this all too well...
Stephen Cheney wrote: Currently working are several attacks from longbow, one-handed sword (e.g., longsword), one-handed blunt (e.g., mace, club), one-handed fencing (e.g., rapier, short sword), shield, two-handed sword, wand, staff, and (divine) focus.
I believe art is very soon going to have the animations and models so we can turn on attacks for one-handed axe (e.g., battleaxe), piercing polearm (e.g., spear), light knife (e.g., dagger), shortbow, and two-handed blunt (e.g., greatclub).
Out of curiosity does GW plan on releasing content like this on the Unity Asset Store. Wouldn't help me in my current project but could see this being a great asset to the Unity community in addition to some extra money GW could get!
Hm...so special weapon "reskins" like sickle or meteor hammer could be grabbed on the store? That's a neat idea.
Okay, here's a list to get started on: whips, kusari-gama, three-section-staffs, flails, nunchaku, spiked chains, chain spears, kyoketsu-shoge...and I think most of them are in Pathfinder "officially" already!
Wait, don't forget torches!
Torches are mandatory weapons. You can't even start Alpha without torch animations!
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I want to wield other players as weapons.
Oh, good, more moving parts. We're getting closer to "ALL WEAPONS MUST HAVE MOVING PARTS OR WE CAN'T START ALPHA!"
See? This is what I'm talking about. Jazzlvraz won't have quite as much attitude after getting swung around for a while.
Also, where the swordchucks at?
Kobold Cleaver wrote: I want to wield other players as weapons. I once made a half giant that duel wielded gnomes who were each duel wielded short swords.
I miss fighting Gnomish Florentine.
Stephen Cheney wrote: Yeah, in general the more moving parts it has, particularly moving parts that have to look right in relation to other moving parts, the harder it is. Whips are nothing but moving parts :) . NET THink of parts comparable to arrays of whips!
goes well with T7V Jazzlvraz's trident
Ooh, good one, Lam. That slipped our minds.
FMS Trippic wrote: I want to see handwraps Do they have flappy bits? Anything that moves?
If not, make your own thread!
Oh, and how'd I ever forget net?
No seriously, torches are the iconic weapon of Goblins. You can't have a game by a company called Goblinworks that includes Goblins and not have fully functional torch weapons. They should have been the first thing worked on.
...and oh-so-many lovely movingy bitses. Gotta make the fire look firey!
I hope the hand crossbow is in there. Always has been my favorite rogue ranged weapon.
Stephen Cheney wrote: Shield can be offhanded but not mainhanded. Light Knife, One-Handed Blunt, and One-Handed Fencing can be offhanded or mainhanded. Basically, anything we have that's light enough to be offhandable at the minimum penalty in tabletop is what can go offhand.
Getting dual wield animations set up for lots of different combos takes lots of animation time, though, so I've promised the artists we'll keep the offhand options small and grow them slowly ;) .
With the core weapon lists, that means there's like twenty combos (axe, sword, fencing, knife, and blunt + fencing, knife, blunt, and shield). Doubled-up combos are possible but don't really do much with two identical weapons that you couldn't do with an empty offhand, though if you have different material types or enchants on them, there could be a benefit (e.g., a flaming cold iron short sword mainhand and shocking silver short sword offhand).
Can we have dual-shield options please? Not main-hand shield and off-hand weapon, but shield and shield?
Also, to get the animators to accept, suggest that they might spend their time making left-handed models, "if it isn't too much trouble"
Stephen Cheney wrote: Yeah, in general the more moving parts it has, particularly moving parts that have to look right in relation to other moving parts, the harder it is. Whips are nothing but moving parts :) . You guys are looking forward to implementing spiked chains then right? I mean that's what I think you said.
I'd like to also support dual shields. 'Cuz they're awesome.
Gotta ask:
How does wielding something in your offhand work mechanically? In terms of the UI?
The last publicly shown UI allows 2 weapons and 2 implements, but I thought it was only 1 at a time of each. Or more specifically up to 6 slotted weapon attacks on the bar at a time. So if I had to guess dual wielding would ultimately mean that you're having some combination of attacks on one weapon bar that are from the two weapons being held. But that's just a guess.
As for mechanically, in TT you get penalties to attack with off-hand (depending on feats) and your damage scales poorly. So is it fair to assume that the off-hand weapon gets a penalty to attack? For damage, is the offhand accessing fewer keywords or using a reduced damage factor?
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1-3 are attacks for your primary weapon and 4-6 are attacks with your secondary weapon when you're dual wielding. That is, you can setup with one and capitalize with the other. It essentially gets you different combos than you'd have with all attacks slotted from the same weapon.
As far as reach weapons are concerned, will it be a noticeable difference in the distance that you can engage an enemy?
Stephen Cheney wrote: 1-3 are attacks for your primary weapon and 4-6 are attacks with your secondary weapon when you're dual wielding. That is, you can setup with one and capitalize with the other. It essentially gets you different combos than you'd have with all attacks slotted from the same weapon. Kind of like what GuildWars2 does. Which makes me sad that dual wielding the same weapon type won't add different options or is even possible with many 1-handed weapons.
Stephen Cheney wrote: 1-3 are attacks for your primary weapon and 4-6 are attacks with your secondary weapon when you're dual wielding. That is, you can setup with one and capitalize with the other. It essentially gets you different combos than you'd have with all attacks slotted from the same weapon. Nice and simple to remember. Time to dig out old calculations on the sample combos we've seen ...
Ravenlute wrote: Kobold Cleaver wrote: My character will be wielding a scythe as soon as possible. :) Yes! Me too! Scythe for the win! Myself and everyone else trying to build a dedicated clergy to the Pallid Princess would just look wrong without scythes! So yes me too!
Of all the things and amazing weapons that will be used. Being able to choose which hand is the "main weapon" hand would be awesome. Give us lefties some love?
No love for lefties!
my sister is one...
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You know, with enough Warstein Ale in your system you become ambidextrous. You can't hit equally well with both hands. That's why moderation, only a tankard every 10 minutes or so, is important.
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