Let's fix armor ratings

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Ba18070

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This thread is where we give TaleWorlds a(hopefully) good discussion about what we think armor should act like.
Currently it is not satisfactory, as expensive armor feels like it does little but weigh you down and only protect you from looters, which the 200 men I employ do a much better job of anyway.
In my opinion there's a simple solution: 1 armor rating is 1% of damage reduction. Since the head, chest and legs can take the most damage from a hit, they also can reduce the most damage proportionally though armor rating. Weapons also get a piercing rating based on quality and format.
For example, a plate armored cataphract character with 50 chest armor gets hit with an arrow straight to the right pectoral with a .25 armor piercing rating. This reduces the armors effect to 37.5 so he takes 62.5% of the initial weapon damage to his HP before any further modifiers.
Specific areas could have armor overlap, like the shoulders could use 75% of the chest and 25% of the arm's armor rating, etc.
Also there should be specific areas that are very vulnerable, like the throat for blades/arrows and entire dome of the head for blunt damage to give people finesse strikes to work for as they master the game. A chamber block into either a straight stab to the throat or a shield bash to the temple being examples of a show-off gamey type maneuver that leaves a lot of room for mastery, something games like this really need.
From there weapons could be especially tactical, with things like halberds being excellent anti armor polearms or being able to forge a long dagger specifically for getting into armor for an execution once an opponent is on the ground (historically real, this is where "coup de grace" comes from, was a chivalric-code method of dispatching enemies you did not intend to ransom) and a buckler with a large, pointed boss or a kite shield with a row of spikes on the top and outside edge. Even giving a good reason to forge the shorter, slower and less defensively useful flanged maces Nothing should be 100% armor piercing but the modifiers could be pretty steep for certain things.
Also lower quality shields need to break quickly when hit by heavy, armor piercing weapons.
Interested in knowing what you all think about how to handle this. If you have criticism of my idea please explain why so we can iterate on a better system. Would you prefer an age of empires-esque pierce and melee armor difference? I'd like to hear it, as long as its productive and reasonable.

Thank you for your time.
 
  • Armor Effectiveness
    • This has been a topic of passionate discussion and we are happy to let you know that we are close to releasing an adjustment aimed at making armor more effective. This will not adopt the warband system, but it will go towards stronger protection.

We've been posting recommendation for over 2 years. Whatever they're doing is what they want and we hope for the best. All the auxiliary ideas might be good for a Mod. You might enjoy reading @darksoulshin 's ideas about armor systems and what not.
 
And it worked! Well, that's perhaps a bit preemptive, but they are acknowledging somethings wrong and that it will be adressed.
Nah dude its cool, they're right. Dont add your ideas on the chance that someone else has already posted them word for word containing all the small factors you'd also like to suggest.
And dont continue to give your input for an early access game in a clear and reasoned matter. Developers HATE getting free feedback from devoted consumers and would rather pay focus groups and playtesters for random guesses as to what their fanbase will want.
While you're at it, just leave the forums, nobody should use them. Only send bugfixes written entirely in random ASCII characters and smoke signals if you want to contact the devs.
 
Nah dude its cool, they're right. Dont add your ideas on the chance that someone else has already posted them word for word containing all the small factors you'd also like to suggest.
And dont continue to give your input for an early access game in a clear and reasoned matter. Developers HATE getting free feedback from devoted consumers and would rather pay focus groups and playtesters for random guesses as to what their fanbase will want.
While you're at it, just leave the forums, nobody should use them. Only send bugfixes written entirely in random ASCII characters and smoke signals if you want to contact the devs.
^inb4 Devs( or at least @Dejan) actually reply to this karen moment ?
 
Last edited:
^inb4 Devs( or at least @Dejan) actually reply to this karen moment ?
This was a big oof moment, clearly someone got up on the wrong side of the bed. :facepalm:

Nah dude its cool, they're right. Dont add your ideas on the chance that someone else has already posted them word for word containing all the small factors you'd also like to suggest.
And dont continue to give your input for an early access game in a clear and reasoned matter. Developers HATE getting free feedback from devoted consumers and would rather pay focus groups and playtesters for random guesses as to what their fanbase will want.
While you're at it, just leave the forums, nobody should use them. Only send bugfixes written entirely in random ASCII characters and smoke signals if you want to contact the devs.
Taleworlds has acknowledged that armor is an issue and they will be making adjustments in the future. That's all @Lord Grindelvald was trying to say so you might want to chill or you continue to be pissed about nothing, whatever works for you. ?‍♂️

Armor Effectiveness
  • This has been a topic of passionate discussion and we are happy to let you know that we are close to releasing an adjustment aimed at making armor more effective. This will not adopt the warband system, but it will go towards stronger protection
https://forums.taleworlds.com/index.php?threads/statement-regarding-singleplayer-iv.451778/
 
This thread is where we give TaleWorlds a(hopefully) good discussion about what we think armor should act like.
Currently it is not satisfactory, as expensive armor feels like it does little but weigh you down and only protect you from looters, which the 200 men I employ do a much better job of anyway.
In my opinion there's a simple solution: 1 armor rating is 1% of damage reduction. Since the head, chest and legs can take the most damage from a hit, they also can reduce the most damage proportionally though armor rating. Weapons also get a piercing rating based on quality and format.
For example, a plate armored cataphract character with 50 chest armor gets hit with an arrow straight to the right pectoral with a .25 armor piercing rating. This reduces the armors effect to 37.5 so he takes 62.5% of the initial weapon damage to his HP before any further modifiers.
Specific areas could have armor overlap, like the shoulders could use 75% of the chest and 25% of the arm's armor rating, etc.
Also there should be specific areas that are very vulnerable, like the throat for blades/arrows and entire dome of the head for blunt damage to give people finesse strikes to work for as they master the game. A chamber block into either a straight stab to the throat or a shield bash to the temple being examples of a show-off gamey type maneuver that leaves a lot of room for mastery, something games like this really need.
From there weapons could be especially tactical, with things like halberds being excellent anti armor polearms or being able to forge a long dagger specifically for getting into armor for an execution once an opponent is on the ground (historically real, this is where "coup de grace" comes from, was a chivalric-code method of dispatching enemies you did not intend to ransom) and a buckler with a large, pointed boss or a kite shield with a row of spikes on the top and outside edge. Even giving a good reason to forge the shorter, slower and less defensively useful flanged maces Nothing should be 100% armor piercing but the modifiers could be pretty steep for certain things.
Also lower quality shields need to break quickly when hit by heavy, armor piercing weapons.
Interested in knowing what you all think about how to handle this. If you have criticism of my idea please explain why so we can iterate on a better system. Would you prefer an age of empires-esque pierce and melee armor difference? I'd like to hear it, as long as its productive and reasonable.

Thank you for your time.
This thread is where you should vote and share about your ideas.
 
Developers HATE getting free feedback from devoted consumers and would rather pay focus groups and playtesters for random guesses as to what their fanbase will want.
You´ve described TWs understanding of Early Access pretty accurate.

One small mistake, they don´t pay focus groups and/or playtesters, they are smarter than this. They let their fans pay them to test their game starting with an alpha version and that for only 40/50€. At least we´re now already in the beta phase of the game, took them only ~1,5 year to achieve this and the good thing is that the game actually may be released in some way in 2023.
 
Nah dude its cool, they're right. Dont add your ideas on the chance that someone else has already posted them word for word containing all the small factors you'd also like to suggest.
And dont continue to give your input for an early access game in a clear and reasoned matter. Developers HATE getting free feedback from devoted consumers and would rather pay focus groups and playtesters for random guesses as to what their fanbase will want.
While you're at it, just leave the forums, nobody should use them. Only send bugfixes written entirely in random ASCII characters and smoke signals if you want to contact the devs.
What are you on about mate?

We all agree with your suggestion, which is why it's being implemented into the game as we speak.
Get a good night's sleep, eat a snickers bar, remove the sand from your panties and take a chill pill.

Taleworlds has acknowledged that armor is an issue and they will be making adjustments in the future. That's all @Lord Grindelvald was trying to say so you might want to chill or you continue to be pissed about nothing, whatever works for you. ?‍♂️
Yup, wonder whats gotten him in such a bad mood.

You´ve described TWs understanding of Early Access pretty accurate.

One small mistake, they don´t pay focus groups and/or playtesters, they are smarter than this. They let their fans pay them to test their game starting with an alpha version and that for only 40/50€. At least we´re now already in the beta phase of the game, took them only ~1,5 year to achieve this and the good thing is that the game actually may be released in some way in 2023.
american-psycho-mfw.gif
 
And it worked! Well, that's perhaps a bit preemptive, but they are acknowledging somethings wrong and that it will be adressed.


It really comes down to what changes are implemented.

Personally my preference would be they implement something like RBM - the team has even offered to help and they could even use their code.
 
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