Weaopns and Armor Stats

  • I swear everyone here is gonna find me and lynch me for saying this. Basically... there NEEDS to be stats on weapons and Apparel (or armor.) Now before anyone goes bat ship on me, I am going to explain what I mean by "Stats."

    Here is my idea of what Stats would be. Each weapon or clothing sets (Yes, the whole set) has stats from a 1-10 ratio. 1 being the lowest, 10 being the highest. And each item has 3 "Stats" that would be effected, and each vary depending on what weapon you got.

    If i were to put stats on the weapons, here is what I would do.

    Weapons
    Cutlass: Damage, Speed, and Stun.
    Pistol and Sniper: Damage, Range, and reload time
    Blunderbuss: Damage, Spread of Shot, and Reload time

    All clothing has 3 of the same, and they stack with each other. which are:
    Defense, Speed, and Stun Resistence.

    Basically, each weapon has the same exact functionality, but each differ in their own ways and can effect how a person plays the game.

    For instance, Let's say the Admiral Cutlass has really good speed, but not as much stun. Sovereign Cutlass has good damage but slow speed (Bc gold is heavy). Bilge Rat has REALLY good stun, but poor damage. Sea Dog stuff might be square in the middle.

    With guns, Admiral would have good damage but doesn't shoot as far, Sovereign has good range but not as good as a reload rate, Bilge Rat has good reload time but loses in damage. Sea Dog stuff would be in the middle.

    With all the clothing attire in sets (Not mixed), Admiral would have good stun resistance but kinda ok defence. Sovereign has the best defense and good stun resistance, but is very slow compared to the other sets. Bilge Rat is very fast but lacks in the other 2 stats. and I think Sea Dog has the best stun resistance out of all of them, while the other two are.. below average.

    How does this sound... let me guess, I am gonna have to pray before they drag me out and shoot me like a dog, right?

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  • Did someone forget their pitchfork or their rope?

  • Unfortunately I cannot see there being a change to weapon stats. The reason everything is just cosmetic is so that people whom have just started the game only disadvantage is a lack of experience and maybe skill. I'm not a fan of games catering to casuals myself, however in a game which has quite a limited number of people per server, it makes sense.

  • So basically introduce a fotm cloth system. Almost everyone wearing bilge rat until it gets nerfed and they switch to sovereign.

  • @crimsonraziel Not saying the changes are BIG, just subtle enough

  • @cheatingpirate Either make them big enough that they matter and we get the mentioned scenario or it's not worth implementing them at all.

    What's the point in stats if the effect is so tiny that it doesn't matter?

  • @crimsonraziel I mean they are big enough that it will make a difference. I mean it won't be as drastic.

    Anyways what do you mean by a "Fotm cloth system?"

  • @cheatingpirate

    FOTM = Flavor Of The Month

    Adding stats to the clothing would create a meta for which clothes are best to wear and ultimately one or two sets would hold up the best out of all of them. These sets would be the flavor of the month until it's changed for balance purposes, at which point another outfit or two would make their way to the top of the list and the cycle would repeat.

  • @cheatingpirate I don't think this is needed at all - I'm all for everyone being on an even keel.

    However, should something like this be implemented I think it'd be better to have the same stats across weapons/clothing of all types with some kind of sliding scale you can adjust to suit your play style, which would force a trade off - faster reload might equal lower damage/range. That way we wouldn't all be wearing the same "meta" outfit and can adjust our stats to suit how we play.

  • @cheatingpirate
    This would prevent freedom from choosing what you wear because there's always a certain set that would be best. The current 2 weapon slots already allows you to have a certain playstyle.

    If anything would be changed I'd say add more variety to the current weapon selection by adding more different weapons. Stats are just useless clutter of such a nice and minimized design, this isn't a RPG where you have to calculate if the combination you're using is worth it. The weapons you use should just work as you expect them to.

  • @cheatingpirate Again, if it's big enough to make a difference, this leads to situation mentioned above. It's always like that. Sure there will be a number of people that favor style over stats, but the majority will pick what ever currently is considered best in slot.

    If it's not big enough to make a difference it's a waste of manpower.

  • @fishst1ck Yeah i was thinking something more complicated before i made this. Basically, we alter the weapon/clothing and the stats with it. And kinda make unique clothing options there... but that won't happen

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