In one of the latest updates we got our hands on awesome thing - sneathed weapons, but in fact that was just for visuals. Why not to add a real reason to it ? Heres what i suggest about it.
Part 1-Weapon slots.
Every character have 4 additional weapon slots
- Two handed weapon/bow/shield
- One handed weapons/bow
- Throwable weapon/tool/offhand weapon
- Tool
(if you have 2 handed weapon equipped you cant equip bow/onehanded weapons exept dagger,
if you have bow equipped you cant equip two handed weapons and shields, 1 handers only or dagger)
Weapons give their characteristic boosts even when unsneathed
Part 2 - Battle mode
- after dealing/recieving damage, player gets into “battle” mode where he are unable to change weapon/gear slots(except helmet)
Part 3 -Shield rework (slight)
- 3rd grit perk now gives ablity to sprint while holding shield up by sacrificing stamina, when ramming into target with this ability
- target are knocked back/knocked down by chance (chance to knock down is determined by Yours vs Opponent armor difference and can be negative (you get knocked back/down if ram heavly armored target while wearing rags))
- able to punt enemy while holding guard by pressing LMB
- survival 50 perk and having armor greater than attacker’s will make you NOT doing struck animation while being hit
Part 4 Archery rework
- ability to punch enemy with LMB to inflict little to no knockback/stagger effect, not able to spam arrows with LMB, long press LMB (around 1.5 sec - 2 sec) will cause knockdown upon hitting (animation something like final heavy unarmed)
- zooming in by pressing sprint button, not by default (it hurts my eyes :D)
- ability to precharge heavy shot and run/sprint with it charged but this move will have HUGE stamina drain (hold rmb - charge, releasing rmb if fully charged will not release charge from bow, press rmb again to uncharge your bow)
- ability to controller style movement while not charging shots/shooting
Part 5 Daggers/dual wield rework.
- Daggers are not paired now (you need 2 daggers to perform current animations)
- Dagger can be used in single hand (main/offhand)
- Dagger special ability with offhand ( not throwable weapon and not a dagger/shield) are parry - pressing special attack will perform a parry (not blocking stance but a short animation) if you get hit while in “parrying animation” enemy become stunned for 0.5/1 sec what will give you opportunity to strike back.
- dual swords - parrying
- dual maces - powerful slam with both hands causing 4 stacks of armor reduction and “earthquake” effect
- dual axes - whirlwind with bleedings
- dual daggers - spend 1-10 ash to create a smoke cloud around you (coulbit becomes your dodge roll while wearing dual daggers (sneathed and unsneathed) but with stamina cost of dodge roll)
- unpaired dual wield - leaping forward like axe’s first attack
- dual wield are real dual wield - you can combine 2 different weapons but animations will be tied to your main hand mostly (like sword+throwing today or axe+throwing) but you will get different bonuces like using mace in your offhand will stack armor pen on enemy, daggers will stack bleeds and so on.
- damage of dual wielding must be just like (offAP+mainAP)*0.75=total combined armor penetration and
(offATK+mainATK)*0.75=total combined weapon attack
Addition regarding encumberence and bodyvaulting.
- Character initially have 5 inventory slots and for example 10kg of weight he can carry, every gear piece adds carryweight and carry slots, better gear - more it gives (bearer pack and ENC gear gives extra more). Encumberence stat increases carry weight bonus from gear and maybe add inventory slots.
Logged off player are NOT dissapearing and will die of starvation in 2-3 days (if he was full when log off, cannot be fed by others)
of course nothing of this will never hit live but atleast im hoping for a great discussion