Board Thread:Suggestions forum/@comment-174.193.132.124-20161011042746

honestly I have seen a few people posting on this subject but they just do not seem to get it right. however I would like to see a system which penalized players using 7-8 different weapon types while encouraging the player to dust off their pike and such. Basicily each weapon type like sword, dagger, pike, crossbow, etc. would depend on a certain profeincey like mcmmo levels. each level would require certain levels of damage dealt. killing non faction mobs will be worth half the hp they have while bosses would be 2-3 times their hp value, and dummies(more on this later) worth 25% their hp. Futhermore some weapons are easier to train with then others and would be taken account for.

Example:training difficulty (1-200%) type of buffs reach/range, speed(reloading), damage,

Swords- training difficulty 100 type speed

Scimitars- training difficulty 120 type mixed speed/damage

Axes- training difficulty 70 type damage

Throwing Axes- training difficulty 110 type mixed range/damage

Daggers- training difficulty 50 type speed

Spears- training difficulty 180 type reach(melee) range(thrown)

Halberds- training difficulty 170 type mixed damage/reach

Pikes- training difficulty 160 type mixed speed/reach

Tridents- training difficulty 120 type damage

Longspears- training difficulty 170 type reach

Lances- training difficulty 200 type speed

Hammers- training difficulty 85  type damage

Maces- training difficulty 75 type speed/damage

Clubs- training difficulty 20 type damage

Battlestaves- training difficulty 130 type speed

Warsycthes- training difficulty 125 type reach

Bows- training difficulty 150  type reloading

Crossbows- training difficulty 40 type range

Blowguns- training difficulty 25 type poison pontentcy poi I to poi III

Dummies- crafted with pumpkins fences and haybales with max health of 50 hp and can be healed by 5 hp by right clicking with wheat or a full heal with a haybale.

Armor (should make more protective armors slow the player down and the player takes damage in armor to raise your skill in wearing it making heavy armor a unwise choice until you get used to wearing it) 