To Slash/Pierce/Blunt or Not To Slash/Pierce/Blunt

BloodletterQ

Chaotic Neutral Assassin
Veteran
Joined
Aug 15, 2012
Messages
1,535
Reaction score
1,178
First Language
English
Primarily Uses
N/A
I've thought about including these physical elements but then realized that my characters stick to one weapon or armor type and I'd probably at least do FFX style where individual weapons are more effective against certain foes. Are these elements pointless if you're sticking with a single weapon/armor type or not? For me, I find that it's all dependent on the types of weapons or armors a character can equip.
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,341
Reaction score
21,539
First Language
British English
Primarily Uses
RMMV
You could always have physical skills which use different physical elements; this could represent the weapon being used in a variety of ways. A sword could have skills which have blunt, slashing, and piercing attacks. I guess it really depends on how many skills you want to create, really. However, if we're talking purely about the attack command then it might be worth ditching physical elements entirely, since you'd only have a single element per actor.
 

CleanWater

Independent Developer
Veteran
Joined
Apr 8, 2017
Messages
637
Reaction score
739
First Language
PT-BR
Primarily Uses
Other
Think it that way...

Chrono Trigger had 7 characters, each one with basically one element they could use and each dungeon had certain sets of enemies weak to a certain element... If a character can't use more than one element (except Magus), are their skills pointless?
 

Darkfire1408

Novice
Veteran
Joined
Jan 7, 2015
Messages
33
Reaction score
4
First Language
English
Primarily Uses
Well, you could have different "weapon types" be considered one weapon type. For instance, a sword user could use a fencing sword (piercing), a broadsword (slashing), or a steel pipe (blunt). These are all roughly used the same way and could all be considered "swords", however, the way they deal damage is fundamentally different. You could also add shield attacks if you didn't want to include something like the pipe as blunt damage.
 

starlight dream

Loving life...One dream at a time
Veteran
Joined
Mar 14, 2017
Messages
883
Reaction score
15,356
First Language
EN, EL, FR
Primarily Uses
RMVXA
Darkfire1408 spoke my mind.

Another thought: if you stick to the default mechanic where one character equips bows (piercing only) and another equips swords (slashing only), then you can link the variety of attacks to armors. Armors can have resistance to piercing for example, which can be helpful versus certain foes. The enemies' attacks can all be categorized by damage type (instead of element).
So the slash/blunt/pierce/tickle mechanic is used more for defense by the heroes.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,635
Reaction score
5,116
First Language
English
Primarily Uses
RMVXA
Like with most instances of added complexity, my answer is no unless it produces a significant amount of added depth (perpetually interesting decisions) in your combat system.

Be very thoughtful in considering what is actually depth and what is simply complexity without depth.

If you have several similar characters or even several similar skills and one does blunt damage, one does piercing damage, one does slashing damage, etc., and enemies are simply weak to different things, this isn't a very interesting decision. The player will just choose the skill that does the most damage, or will happen to either have or not have the right character in their party at the right time. It's a lot of extra bookkeeping the player has to do and it actually restricts the space for strategy. Complexity without depth.

If the types of characters/skills that deal different types of physical damage are very different in nature (one is about finding the right opportunities, another is about setting up combos that require setup in advance, etc.), then you can, for example, use different Element Rates for each in order to encourage the player to use different types of strategies/mechanics against different enemies. There's a reasonably high amount of depth there, and it can make the complexity worthwhile.
 

mauvebutterfly

Veteran
Veteran
Joined
Jul 26, 2013
Messages
89
Reaction score
72
First Language
English
Primarily Uses
If you are going to just be using those three attack types, and you are calling two of them slashing and piercing, I would recommend using bludgeoning instead of blunt. Blunt sounds like it would pair better with edged and pointed, or with sharp if only doing two attack types.

edit: Or to actually address the original post and title, pierce/slash/bash.

It just sounds better to me if all three things are the same part of speech. I.e. three adjectives, three verbs, or whatever.
 

OnslaughtSupply

Ssshhh...
Veteran
Joined
May 14, 2017
Messages
731
Reaction score
764
First Language
English
Primarily Uses
RMMV
I use similar "elements" in my game. I use them for damage types: blunt, slash, pierce, firearm, fire, electrical, acidic, and dark matter. Some enemies are more resistant to some and susceptible to others but there is no definitive rock, paper, scissors. So an enemy can still be killed with weapons or skills that aren't optimal, but can wipe them out much faster with the right damage type.

Most weapons can perform a skill that deals different damage than it's normal type. With a sword, its slash but you can perform thrust which deals piercing or burning shot which is a firearm skill which deals fire damage. My hope is to still make certain character/classes/weapons relevant. Also it really plays an important role in player's armor choices. Like a suit that has really low defense but near immunity to acid.
 

XIIIthHarbinger

Part Time Super Villain
Veteran
Joined
Apr 27, 2014
Messages
676
Reaction score
805
First Language
English
Primarily Uses
RMMV
I wouldn't say that they are pointless, even if you are restricting party members to specific weapons & armor types. Because if you have multiple potential party members, it incentivizes the player to use certain characters during certain times. Which gives your player another reason to have greater familiarity with a larger roster of characters, rather than only using their favorites.

Personally I like using them, because with my current project I allow my player to create their main character, as well chose the class, subclass, & skill loadout of each character. & the characters skills grow more powerful overtime, based upon which skills they use. So having different weapons do different forms of damage actually works rather well, because the combination of a limited loadout, coupled with extensive choices allows them to craft a party that is uniquely "Their Party".

I would say that greater variety only becomes pointless, when it becomes redundant, i.e. it doesn't have any effect on gameplay. For example have a frost element & a fire element have rather obvious implications. However having a fire, plasma, & heat element are quite a bit more difficult to have meaningful game mechanic differences between.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,034
Messages
1,018,446
Members
137,820
Latest member
georg09byron
Top