December 2004
- A couple of Wired articles on open-source metaverse and WoW's catering to players Morris Cox
- Too cute Matt Mihaly
- Project Entropia sells the richest land online Zach Collins (Siege)
- ADMIN: We have returned, a bit. J C Lawrence
- Call for Gaming-Related Art and Fiction Sanvean
- MEDIA: MMOs: It's the Economy, Stupid J C Lawrence
- DESIGN: Spreadsheet about activity feedback Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Johan A
- DESIGN: Why do people like weather in MMORPGs? Glen Rosenblatt
- DESIGN: Why do people like weather in MMORPGs? Sporky McBeard
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Koster, Raph
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Douglas Goodall
- DESIGN: Why do people like weather in MMORPGs? Damion Schubert
- DESIGN: Why do people like weather in MMORPGs? ceo
- DESIGN: Why do people like weather in MMORPGs? Miroslav Silovic
- weapon choices (was DESIGN: Why do people like weather in MMORPGs?) Travis Casey
- weapon choices (was DESIGN: Why do people like weather in MMORPGs?) Miroslav Silovic
- weapon choices (was DESIGN: Why do people like weather in MMORPGs?) Amanda Walker
Warning: pedantic sword geeking follows.
On Jan 17, 2005, at 11:36 AM, Miroslav Silovic wrote:
> This refers to the use of two-hander on the battlefield. I was
> specifically refering to a dungeon crawl, in cases where you can't
> seriously expect to get 'some space'.
I disagree. A two-handed sword differs more in technique than in
space required--blades are on average not *that* much longer than a
longsword (or my personal favorite, the "bastard sword", which can
be used one or two handed--as can its eastern analogs). A "dungeon
crawl" as it exists in most MMORPGs (with nice wide corridors and
high ceilings, since most MMORPG architecture is overscaled) would
pose no problems for a two-handed sword. In fact, it could be
argued that a two-hander would be *better* for dungeon crawls, since
you don't need to lug around a shield.
Shields are heavy, by the way. I haven't run into an MMORPG where
using a shield makes you tire faster, but boy is it true in real
life. You can't use a sword block against a missile weapon, however
(Star Wars notwithstanding ;-)).
> If I was a smart NPC and wanted to guard my treasure from pesky
> PCs with two handers, the first thing I'd do is make my dungeon
> confined.
I've always been a bit perplexed by the overscale aspect of MMORPG
(and FPS) architecture. "Well, realistic scale makes it feel
confining." "But ... you're in a tunnel! It *is* confining!" But
that's a different rant...
> Wikipedia:
> Two-handed swords made for combat use are actually quite light,
> averaging around 2.5 to 3 kilograms, with the heaviest examples
> reaching 5 kilograms.
Well, for big honking parade swords, OK. However, Wikipedia is not
necessarily the best reference.
Bastard swords are about 3 pounds (1.25kg)--figure an Oakshott Type
XIIa with about a 38" blade and about 50" total length. These are
well documented as being used with two-handed techniques,
particularly in Germany (as evidenced by several woodcuts showing
"blossfechten" (unarmored fighting, literally "shirt-fighting") with
this type of sword.
Even if we rule out bastard swords... a German "great sword" (actual
combat weapon, not parade weapon) would still only around 4 pounds
(a little under 2 kg), and not be much longer than a bastard
sword--just a heavier blade.
Going with longer weapons... Consider a Danish 2-hander (Oakeshott
type XVIIIe) with a 42" blade and a ricasso--about as unambiguously
two-handed as it gets--we're still only talking around 4 pounds (<
2kg). For a modern functional replica, see
<http://www.allsaintsblades.com/AT1591.htm>. Angus Trim makes
excellent historically correct swords.
A five kg weapon (11 pounds) isn't a sword, it's a club. If anyone
has any references to such weapons being used in actual combat, I'd
be interested--all the credible references I've seen describe these
as show pieces or swords used for beheadings (where they are acting
more as a cleaver than a sword).
> My bad. Cavalry lance it is, then. Or a bow.
Speaking of bows, everyone who complains that archers are
overpowered in RPGs needs to go read up on Agincourt :-).
> Realism as a design goal may mean something completely different
> from just-copy-medieval-earth. Yes, I know I'm stating the obvious
> here.
And I agree, despite my comments about medieval Earth above.
Fighting games are more reminiscent of Hong Kong martial arts movies
than real life, but they are still great fun.
Amanda Walker
- weapon choices (was DESIGN: Why do people like weather in MMORPGs?) Amanda Walker
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? Wayne Witzke
- DESIGN: Why do people like weather in MMORPGs? Damion Schubert
- DESIGN: Why do people like weather in MMORPGs? ceo
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Dana V. Baldwin
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? Chris Richards
- DESIGN: Why do people like weather in MMORPGs? Alistair Riddoch
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- DESIGN: Why do people like weather in MMORPGs? Mike Rozak
- DESIGN: Why do people like weather in MMORPGs? John Buehler
- DESIGN: Why do people like weather in MMORPGs? olag@ifi.uio.no
- DESIGN: Why do people like weather in MMORPGs? Michael Hartman
- UI scripting gone too far? Derek Licciardi
- UI scripting gone too far? Johan A
- UI scripting gone too far? Damion Schubert
- UI scripting gone too far? Koster, Raph
- MMO Quest: Why they're still lousy Damion Schubert
- MMO Quest: Why they're still lousy Derek Licciardi
- WoW's catering to players (was: A couple of Wired articles on open-source metaverse andWoW's catering to players) Ghilardi Filippo
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games cruise
- Metric vs. English System of Measurement in Games David Johansson
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Richard A. Bartle
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Tom Hunter
- Metric vs. English System of Measurement in Games Freeman, Jeff
- Metric vs. English System of Measurement in Games Damion Schubert
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Julio Nobrega
- Metric vs. English System of Measurement in Games Matthew D. Fuller
- Metric vs. English System of Measurement in Games Zach Collins (Siege)
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Eric Random
- Metric vs. English System of Measurement in Games Matthew D. Fuller
- Metric vs. English System of Measurement in Games Artur Biesiadowski
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games Johan A
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Johan A
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Lars Duening
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Zach Collins (Siege)
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games ceo
- Metric vs. English System of Measurement in Games olag@ifi.uio.no
- Metric vs. English System of Measurement in Games Michael Hartman
- Metric vs. English System of Measurement in Games Edward Glowacki
- Metric vs. English System of Measurement in Games Jon A. Lambert
- MEDIA: Blizzard - Virtual Trade Tough Nut to Crack J C Lawrence