Fencer Archive

Thread: DUEL WIELDING DISCUSSION: RESUMED!

Rizzaka
Thu Jun 03, 2004 5:53 pm
#1

Okay listen up you meatlumps! (hehe your all npc mobs )


We know we are getting duel wield, we know we can EXPECT a post JTL (jump to lightspeed) date.


Lets get the discussion going and keep this thread bumped for anyone thats not sure about if we are getting it!






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

Daigoro202
Thu Jun 03, 2004 6:31 pm
#2

Excellent idea.


I'll open with some statements from TH and others about dual wielding from various sources, I'll update if I can dig up any more:


from SWG Stratics House of Commons Chat with SWG developers:
3/18/04
http://swg.stratics.com/content/news/archive/arc2-2004.php
[17:35] [Brannoc] [Zode{TR}] will duel wielding ever be implimented?
[17:35] [Blair] We had a motion capture shoot a few months ago and captured motion for duel wielder of weapons.
[17:35] [Blair] One thing we want to do before putting additional professions in the game is make sure all our existing profession are fun.
[17:36] [Blair] So as time goes on you will see us talk more about duel wielding.


from various Official Forum posts, In Concept, Roundtable threads, etc:
03-22-2004
TH: wrote
Some quick answers:
Yes, pistoleers will be getting duel wielding (and yes, its very cool). So will fencers. I think there are a couple of other professions, but I can't think of them at the moment.



04-19-2004
TH: wrote
Duel wield does have new animations, but there isn't much beyond that and most everyone is working on the stuff everyone knows about.


04-29-2004
TH: wrote
19 Answers (4-29-04)
Pistoleer
Many Pistoleers feel that their attacks are generic. Vanilla random HAM is a big issue. How do the developers intend to "spice up" the profession, in the near and distant future?


This round of questions is getting long in the tooth, so “it’s coming in the Combat Balance” is a busy answer, but it is the truth. One of the main parts of the Combat Balance is to examine all of the specials and make them fun and interesting. Beyond that, on a currently unknown timeline, Pistoleers and Fencer’s will be getting Dual Wield abilities and that’s uber-spice


06-3-04
TH: wrote
19 Answers (06-3-04 )


Fencer
Will Fencers ever be able to duel wield their weapons?


Yes, Fencers will be able to duel wield at some point. Probably after the Jump to Lightspeed.







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Bluezeong14
Fri Jun 04, 2004 2:39 pm
#3

Do you think we'd be able to use the Swordsman's weapons (Curved Sword, Scyth)too in the right hand and then a fencing weapon in the off hand?Cause i wanna use a small then large curved sword, it adds more style.


Also they should make dual weilding go off from the fencer tree...First getMaster Fencer then you get taught by a dual wielding npc and go up another skill tree for dual wielding.


Then we wouldn't have the whole melee population dual weilding.
ruehs
Fri Jun 04, 2004 3:33 pm
#4






Bluezeong14 wrote:

Do you think we'd be able to use the Swordsman's weapons (Curved Sword, Scyth)too in the right hand and then a fencing weapon in the off hand?Cause i wanna use a small then large curved sword, it adds more style.


Also they should make dual weilding go off from the fencer tree...First getMaster Fencer then you get taught by a dual wielding npc and go up another skill tree for dual wielding.


Then we wouldn't have the whole melee population dual weilding.




I do not think we will be able to use Swordsman's weapons as there weapons require 2 hands to use.




Macross//Ashrak
On 7/2/04: Virrago said... On 6/23/04 Jeassa said: Now see....
Rizzaka
Fri Jun 04, 2004 4:59 pm
#5






Bluezeong14 wrote:

Do you think we'd be able to use the Swordsman's weapons (Curved Sword, Scyth)too in the right hand and then a fencing weapon in the off hand?Cause i wanna use a small then large curved sword, it adds more style.


Also they should make dual weilding go off from the fencer tree...First getMaster Fencer then you get taught by a dual wielding npc and go up another skill tree for dual wielding.


Then we wouldn't have the whole melee population dual weilding.






Doubtfull though that does raise a question... can we have a Pistol and say a Gaffi equiped at the same time. Due to both prof's having dual wield it makes one wonder, however i doubt we will be able to.






Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

Daigoro202
Fri Jun 04, 2004 5:01 pm
#6







Bluezeong14 wrote:

Do you think we'd be able to use the Swordsman's weapons (Curved Sword, Scyth)too in the right hand and then a fencing weapon in the off hand?Cause i wanna use a small then large curved sword, it adds more style.


Also they should make dual weilding go off from the fencer tree...First getMaster Fencer then you get taught by a dual wielding npc and go up another skill tree for dual wielding.


Then we wouldn't have the whole melee population dual weilding.







There certainly are examples of this in real-world fighting styles, but I don't think they'll do it here, I'm not sure how they would caclulate damage with an AP0 weapon in one hand and an AP2 weapon in the other.


Ideally, I think they should design specific pairs of weapons that might be wielded by fencers. It would be interesting if these pairs were offered as a single schematic that appears as one item in your inventory, but when equipped appear as a pair, like gloves or boots.


For example two matched longswords of equal length could be one pair.A vibrorapier and dagger could be another pair that represented more of a European dueling flavor, in keeping with our Swashbuckler title.


Maybeanother paircan be a slightly larger sword like the curved sword, and a smaller sword of similar design. I think that would address what you're going for. A pair of fighting sticks could be great too.


I think it's also worth nothing that all three styles I've mentioned seem to imply different levels of speed, offensive power, and defense. It would make for some interesting variety if all of these styles were reflected in the way these weapons were balanced.So-- a rapier and dagger might have a direct skill mod to melee defense, another pair might have higher damage or speed


I don't think SWG needs to be an accurate representation of any real-world style, but different players have different expectations, this could be an interesting way to help players customize their fighting style.










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Daigoro202
Fri Jun 04, 2004 6:56 pm
#7







Bluezeong14 wrote:

Do you think we'd be able to use the Swordsman's weapons (Curved Sword, Scyth)too in the right hand and then a fencing weapon in the off hand?Cause i wanna use a small then large curved sword, it adds more style.


Also they should make dual weilding go off from the fencer tree...First getMaster Fencer then you get taught by a dual wielding npc and go up another skill tree for dual wielding.


Then we wouldn't have the whole melee population dual weilding.







There certainly are examples of this in real-world fighting styles, but I don't think they'll do it here, I'm not sure how they would caclulate damage with an AP0 weapon in one hand and an AP2 weapon in the other.


Ideally, I think they should design specific pairs of weapons that might be wielded by fencers. It would be interesting if these pairs were offered as a single schematic that appears as one item in your inventory, but when equipped appear as a pair, like gloves or boots.


For example two matched longswords of equal length could be one pair.A vibrorapier and dagger could be another pair that represented more of a European dueling flavor, in keeping with our Swashbuckler title.


Maybeanother paircan be a slightly larger sword like the curved sword, and a smaller sword of similar design. I think that would address what you're going for. A pair of fighting sticks could be great too.


I think it's also worth nothing that all three styles I've mentioned seem to imply different levels of speed, offensive power, and defense. It would make for some interesting variety if all of these styles were reflected in the way these weapons were balanced.So-- a rapier and dagger might have a direct skill mod to melee defense, another pair might have higher damage or speed


I don't think SWG needs to be an accurate representation of any real-world style, but different players have different expectations, this could be an interesting way to help players customize their fighting style.










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Dmac420
Fri Jun 04, 2004 7:24 pm
#8

duel wield with 2 diff weapons like sword and pistol, that would be the best. could you target 2 targets and hit them at the same time?



**Tekken a Master Fencer in the Drow Guild**
DarthVillanus
Fri Jun 04, 2004 7:46 pm
#9

All I can say is that I'm really pissed off at the dev's timetable. We won't see dual wielding till after JTLS and thats around November/December. That's an extremely long time to wait for something thatssuch a small change.



| Kilon Wiekog |- | Master Fencer, Commando |
| Kalon Wiekog - Dark Jedi Knight |
~ Destroyer of teh Bunniez~ Arch Nemesis of Jene'vieve ~
"I don't like the CU" --Every selfish Loot Hoor in the game

Rizzaka
Fri Jun 04, 2004 8:28 pm
#10






DarthVillanus wrote:
All I can say is that I'm really pissed off at the dev's timetable. We won't see dual wielding till after JTLS and thats around November/December. That's an extremely long time to wait for something thatssuch a small change.







oh not at all is that a small change. its a huge change to the games dynamics along with rewritings hours upon hours of code. A MMO has so many files of code that a change like this would require work on not just one file (as if fencer were considered one file) but multiple as there are many game mechanics that would be effect by this i'm sure.


some things that seem small for a change visually can be the greatest challenge and the larger things generally are slightly less challenging because you make its own code and slide it into existing code (example would be dungeons) we are talking about changing sublties for duel wielding







Drrty · Bothan of DOOOOOOOM
Zabuza · Demon of the Mist
· Prince of Endor ·
learn to adapt to the situation you have put your character in. i do not need to adapt my proffesion to accomodate yours.

TheNiceGuy
Fri Jun 04, 2004 10:29 pm
#11

well arent the maando cave pistols dual?



SHONDOU ZORAK



Daigoro202
Sat Jun 05, 2004 12:32 pm
#12

I didn't think they were dual-wielded-- though it would be ideal, since it does look pretty much like a single-action pistol, a gunfighter's weapon.






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Daigoro202
Tue Jun 08, 2004 8:55 pm
#13


An update,I saw various reportsthat the developers mentioned dual-wielding. Some seemed to say they were uncertain, or couldn't comment, but I believe Haden Blackman, who seems to outrank some of those other guys, mentioned it:



Question: Will dual wielding of weapons ever become a reality? (note: this question was actually asked in the firstdev panel as well).
Haden mentioned that the motion capture has already been completed on dual wielding. The trick now is to get it implemented, which like everything else they've discussed, is an issue of available development resources.


Note that it's not a direct quote.






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