>>Whereas if you've got a missile weapon, you've got to check your range if you aren't skilled enough to dance at engagement cap with a ranged weapon, check you're loaded, check your aim, check your armor (shield)...
Using ATTACK ATTACK ATTACK often involves a sweep or lunge, which involves a defensive penalty. It's passable but hardly ideal.
>>i agree that nothing in dr is super duper hard. however, training a stick bow is without a doubt more complex than training a melee weapon.
I used the retreat x2, load, retreat x2, fire method for 200 ranks of composite bow before I finally got around to being less lazy and working my stealth script into my bow script. That was with a composite bow (5 second rt). If I had been using a short bow or longbow like most people, I could easily have done it completely free of worry about any creature ever reaching melee.
It's not harder to train. If you know how to make a script that enters commands and uses pauses or waitfors, you can script any weapon the same. The only difference is that melee has one command (attack) whereas bows have three (load, retreat, fire). Your statement about ranged weapons being harder also completely ignores the fact that 3 of the 4 ranged weapon categories (Stick bow, crossbow, sling, thrown) let you use shield and evasion just like melee. You could use a one-command script for thrown weapons (throw) or a two-command script for slings and crossbows (load, fire).
Not harder.
Re: Combat Help on 02/13/2012 02:27 AM CST
Re: Combat Help on 02/13/2012 02:54 AM CST
<<bows have three (load, retreat, fire>>
actually, 4, you have to retrieve your ammo via stow or whatever.
Although I never bother with retreat with my bow scripts, though I usually don't train bow or a missle weapon on a character with a particular mob until that character can outclass that mob with a melee weapon.
Preces meae non sunt dignae;Sed tu bonus fac benigne;Ne perenni cremer igne [Dies Irae]
Re: Combat Help on 02/13/2012 01:04 PM CST
Re: Combat Help on 02/13/2012 02:46 PM CST
Re: Combat Help on 02/13/2012 03:28 PM CST
>>Wouldn't three commands be more complex than one command? Sorry if I'm missing something.
While technically true, that's like saying that inhaling and exhaling is more complicated than just inhaling. It's not rocket science, it's the simplest of scripts.
>>What about the no parry thing?
You realize that bows have a higher balance/suitability modifier than ranged, let you attack without being attacked, and can be AIMed for an insane 30% bonus to offense, right? Bows are the most OP weapon class in the entire game; no parry and no shield were put in to balance this fact, not just for spits and giggles.
While technically true, that's like saying that inhaling and exhaling is more complicated than just inhaling. It's not rocket science, it's the simplest of scripts.
>>What about the no parry thing?
You realize that bows have a higher balance/suitability modifier than ranged, let you attack without being attacked, and can be AIMed for an insane 30% bonus to offense, right? Bows are the most OP weapon class in the entire game; no parry and no shield were put in to balance this fact, not just for spits and giggles.
Re: Combat Help on 02/14/2012 01:22 AM CST
>>Bows are the most OP weapon class in the entire game; no parry and no shield were put in to balance this fact, not just for spits and giggles.
This the damage output, combined with the accuracy and short roundtimes, means that they outclass any other weapon in the game in terms of damage.
Theres a reason the main pvp weapon that has reigned throughout the years was a bow.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
Re: Combat Help on 02/19/2012 11:58 PM CST
Re: Combat Help on 02/20/2012 01:43 AM CST
>>You realize that bows have a higher balance/suitability modifier than ranged
>huh?
>>You realize that bows ...let you attack without being attacked
>huh?
I think what they meant was bows have higher balance and suitability than other ranged and bows let you shoot at targets at range without fear of retaliation from melee attacks.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
>huh?
>>You realize that bows ...let you attack without being attacked
>huh?
I think what they meant was bows have higher balance and suitability than other ranged and bows let you shoot at targets at range without fear of retaliation from melee attacks.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
Re: Combat Help on 02/26/2012 10:32 PM CST
> >>Both the bard and the WM have problems retreating.
> FLEE <direction> will get you to where you need to go with one command.
FLEE is definitely intended to be the means to escape combat completely when in danger.
RETREAT is being relegated more towards engagement range control, and won't be quite as friendly to remaining at range long-term as it is now. I am trying to avoid adding a roundtime to retreat, but that may yet happen -- at least for "retreat spam". For the time being, RETREAT is being treated as any other combat command, with distinct pros and cons; the pro being that you get out of danger's way, the con being fatigue loss, potential balance loss, and temporary penalties to combat effectiveness. The faster and more you retreat, the less effective you'll become. The flip side, as I've pointed out in other threads, is that using ranged weapons at melee won't be as potentially dangerous as it is now. More dangerous than using melee at melee range, to be sure, but nowhere near as dangerous as it is to use ranged at melee now (assuming you have't been spamming retreat, anyway).
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
> FLEE <direction> will get you to where you need to go with one command.
FLEE is definitely intended to be the means to escape combat completely when in danger.
RETREAT is being relegated more towards engagement range control, and won't be quite as friendly to remaining at range long-term as it is now. I am trying to avoid adding a roundtime to retreat, but that may yet happen -- at least for "retreat spam". For the time being, RETREAT is being treated as any other combat command, with distinct pros and cons; the pro being that you get out of danger's way, the con being fatigue loss, potential balance loss, and temporary penalties to combat effectiveness. The faster and more you retreat, the less effective you'll become. The flip side, as I've pointed out in other threads, is that using ranged weapons at melee won't be as potentially dangerous as it is now. More dangerous than using melee at melee range, to be sure, but nowhere near as dangerous as it is to use ranged at melee now (assuming you have't been spamming retreat, anyway).
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
Re: Combat Help on 02/26/2012 10:42 PM CST
> they shouldn't be as powerful as missile weapons considering how simple to train they are.
The flip side being that missile weapons can completely bypass one defense, and allow the attacking of melee targets in almost complete safety. In any case, almost all these issues are changing with the new combat, so its kind of a mute argument at this time.
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
The flip side being that missile weapons can completely bypass one defense, and allow the attacking of melee targets in almost complete safety. In any case, almost all these issues are changing with the new combat, so its kind of a mute argument at this time.
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
Re: Combat Help on 02/26/2012 10:42 PM CST
> they shouldn't be as powerful as missile weapons considering how simple to train they are.
The flip side being that missile weapons can completely bypass one defense, and allow the attacking of melee targets in almost complete safety. In any case, almost all these issues are changing with the new combat, so its kind of a mute argument at this time.
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
The flip side being that missile weapons can completely bypass one defense, and allow the attacking of melee targets in almost complete safety. In any case, almost all these issues are changing with the new combat, so its kind of a mute argument at this time.
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
Re: Combat Help on 02/27/2012 08:11 AM CST
<<FLEE is definitely intended to be the means to escape combat completely when in danger.>>
all right, then another question - is FLEE going to be revamped so that FLEE no longer gives an inner fire hit <barbarian> or a soul hit <paladin>?
otherwise those two guilds will be pretty much out of the loop.
To every thing there is a season... but its Always time for Dwarven Ale
all right, then another question - is FLEE going to be revamped so that FLEE no longer gives an inner fire hit <barbarian> or a soul hit <paladin>?
otherwise those two guilds will be pretty much out of the loop.
To every thing there is a season... but its Always time for Dwarven Ale
Re: Combat Help on 02/27/2012 09:30 AM CST
>>RETREAT is being relegated more towards engagement range control, and won't be quite as friendly to remaining at range long-term as it is now. I am trying to avoid adding a roundtime to retreat, but that may yet happen -- at least for "retreat spam". For the time being, RETREAT is being treated as any other combat command, with distinct pros and cons
Will RETREAT be changing so that it's more gradual, rather than the instant-teleport mechanics that it is now?
Also, will precautions be put in place to guard against and/or prevent drive-by-spellcasting?
i.e. prep stun spell;north;cast bob;south
In order to avoid engagement, etc.
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Will RETREAT be changing so that it's more gradual, rather than the instant-teleport mechanics that it is now?
Also, will precautions be put in place to guard against and/or prevent drive-by-spellcasting?
i.e. prep stun spell;north;cast bob;south
In order to avoid engagement, etc.
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Re: Combat Help on 02/27/2012 10:54 AM CST
>>all right, then another question - is FLEE going to be revamped so that FLEE no longer gives an inner fire hit <barbarian> or a soul hit <paladin>?
>>otherwise those two guilds will be pretty much out of the loop.
Retreat will still have functionality. It just won't mean an instant exit from combat anymore.
I see no reason why a guild shouldn't be penalized for doing things that go against their guild (like FLEEing) just because retreat won't be more effective than flee anymore (which was silly to begin with).
That said, unless something big happens in the way 3.0 handles combat expectations, if you're continually fleeing to the point where doing so is putting serious harm to your soul or inner fire, you're probably doing something incredibly wrong in combat.
>>otherwise those two guilds will be pretty much out of the loop.
Retreat will still have functionality. It just won't mean an instant exit from combat anymore.
I see no reason why a guild shouldn't be penalized for doing things that go against their guild (like FLEEing) just because retreat won't be more effective than flee anymore (which was silly to begin with).
That said, unless something big happens in the way 3.0 handles combat expectations, if you're continually fleeing to the point where doing so is putting serious harm to your soul or inner fire, you're probably doing something incredibly wrong in combat.
Re: Combat Help on 02/27/2012 11:43 AM CST
<<It just won't mean an instant exit from combat anymore.
Not sure we know this yet. Based on the update blow Dart is trying to keep zero RT and use penalties to affect people wanting to not insta-retreat. There is some in-between the lines there that you may see better than I do however. As for the soul-hit thing on FLEE, it doesn't bother me to keep it and frankly is IG for the paladin guild no doubt.
<<RETREAT is being relegated more towards engagement range control, and won't be quite as friendly to remaining at range long-term as it is now. I am trying to avoid adding a roundtime to retreat, but that may yet happen -- at least for "retreat spam". For the time being, RETREAT is being treated as any other combat command, with distinct pros and cons.
Madigan
Not sure we know this yet. Based on the update blow Dart is trying to keep zero RT and use penalties to affect people wanting to not insta-retreat. There is some in-between the lines there that you may see better than I do however. As for the soul-hit thing on FLEE, it doesn't bother me to keep it and frankly is IG for the paladin guild no doubt.
<<RETREAT is being relegated more towards engagement range control, and won't be quite as friendly to remaining at range long-term as it is now. I am trying to avoid adding a roundtime to retreat, but that may yet happen -- at least for "retreat spam". For the time being, RETREAT is being treated as any other combat command, with distinct pros and cons.
Madigan
Re: Combat Help on 02/27/2012 12:54 PM CST
>>Based on the update blow Dart is trying to keep zero RT and use penalties to affect people wanting to not insta-retreat. There is some in-between the lines there that you may see better than I do however.
My understanding has been that retreat will pretty much be advance like it is now, but in reverse. It wouldn't shock me if there are some [better] skill/stat checks, though.
Dart has mentioned that he may (or may not) add a RT, and may (or may not) add additional penalties. I can't say I'm a fan of the RT thing, because I don't think what you do with your feet should really influence being able to prep a spell, aim a bow, etc, to the point where you literally CAN'T do it. Having advance/retreat offensive/defensive penalties wouldn't be the worst thing ever, though.
Personally, I'm just of the mind that just making retreat and advance work in the same manner would be a phenomenal advancement.
My understanding has been that retreat will pretty much be advance like it is now, but in reverse. It wouldn't shock me if there are some [better] skill/stat checks, though.
Dart has mentioned that he may (or may not) add a RT, and may (or may not) add additional penalties. I can't say I'm a fan of the RT thing, because I don't think what you do with your feet should really influence being able to prep a spell, aim a bow, etc, to the point where you literally CAN'T do it. Having advance/retreat offensive/defensive penalties wouldn't be the worst thing ever, though.
Personally, I'm just of the mind that just making retreat and advance work in the same manner would be a phenomenal advancement.
Re: Combat Help on 02/27/2012 07:34 PM CST
Re: Combat Help on 02/27/2012 08:58 PM CST
>It's my understanding that plat folks have access to the test server and can actively beta test combat 3.0 just by becoming a plat subscriber, is this correct?
Access yes. But you will probably need to be added to the server by a GM, depending on the last time it was copied. And if the character you want to test with is a plat-side character, you'll need to have it brought over manually unless they've fixed that.
So..kinda. Mostly yes.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
Access yes. But you will probably need to be added to the server by a GM, depending on the last time it was copied. And if the character you want to test with is a plat-side character, you'll need to have it brought over manually unless they've fixed that.
So..kinda. Mostly yes.
Let's save us all some time: I'm a troll who rarely has anything helpful. There.
Re: Combat Help on 02/27/2012 10:24 PM CST
>>It's my understanding that plat folks have access to the test server and can actively beta test combat 3.0 just by becoming a plat subscriber, is this correct?
AFAIK the two ways to get into Test is to be either a community leader or plat subscriber.
That said, I make a conscious effort to quote things that are discussed on the Prime boards as opposed to the Plat/Test forums, mainly because stuff tends to change in some way or another by the time it reaches a more public release. I'm basing my statements that retreat is going to work more like advanced based on what I recall being discussed in the Prime folders.
AFAIK the two ways to get into Test is to be either a community leader or plat subscriber.
That said, I make a conscious effort to quote things that are discussed on the Prime boards as opposed to the Plat/Test forums, mainly because stuff tends to change in some way or another by the time it reaches a more public release. I'm basing my statements that retreat is going to work more like advanced based on what I recall being discussed in the Prime folders.
Re: Combat Help on 02/28/2012 01:00 PM CST
The only issue, or I guess concern is a better word, I have with the potential retreat changes is how it'll work when you're traveling through an area that has critters that engage at pole or melee, especially with a group. Not a huge deal, but something I can see becoming very difficult to handle.
~Katt
A gestalt draugen swipes a hooked leonine claw at Silus. The claw lands a solid hit that cuts deeply into his groin!
Re: Combat Help on 02/28/2012 02:18 PM CST
Thank you both for your response. I may just have to get plat to play around with combat 3.0 and help find the bugs.
In relation to creatures engaging at closer range in some areas (indoors, close quarters like sewers) I could see the need maybe to allow movement into/out of the area at pole range. A curious aspect of this: if you do not begin advancing prior to hiding with the current system you begin at missile range. If you advance first then you advance directly to melee range.
In relation to creatures engaging at closer range in some areas (indoors, close quarters like sewers) I could see the need maybe to allow movement into/out of the area at pole range. A curious aspect of this: if you do not begin advancing prior to hiding with the current system you begin at missile range. If you advance first then you advance directly to melee range.
Re: Combat Help on 03/01/2012 09:47 AM CST
Heyo!
Regarding RETREAT concerns...
This is a problematical area; we all know it. The current "instantly teleport to long range" model allows players to remain largely out of danger while hunting against a vast majority of the creatures in the game, and we won't even discuss what it does to the PvP element. I don't think there is an elegant solution. Each alternative has as many drawbacks as it does advantages.
The only thing I will say with certainty about retreat at this point is that (a) Roundtime is the option of last resort; (b) attempting to attack while repeatedly retreating is going to become much less effective; and (c) at some point it will become increasingly difficult to keep popping back to full range while being advanced upon. With that said, I also intend to look at addressing some of the issues that do more or less require spamming retreat that do NOT involve just trying to stay at range to attack from relative safety, while keeping in mind that absolutely escaping battle altogether should be the purpose of FLEE.
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
Regarding RETREAT concerns...
This is a problematical area; we all know it. The current "instantly teleport to long range" model allows players to remain largely out of danger while hunting against a vast majority of the creatures in the game, and we won't even discuss what it does to the PvP element. I don't think there is an elegant solution. Each alternative has as many drawbacks as it does advantages.
The only thing I will say with certainty about retreat at this point is that (a) Roundtime is the option of last resort; (b) attempting to attack while repeatedly retreating is going to become much less effective; and (c) at some point it will become increasingly difficult to keep popping back to full range while being advanced upon. With that said, I also intend to look at addressing some of the issues that do more or less require spamming retreat that do NOT involve just trying to stay at range to attack from relative safety, while keeping in mind that absolutely escaping battle altogether should be the purpose of FLEE.
- GM Dartenian
Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams
Re: Combat Help on 03/01/2012 09:55 AM CST
>>(b) attempting to attack while repeatedly retreating is going to become much less effective
Please keep this in mind for general spellcasting and stealth as well. RETREAT mechanics span so much more of an advantage than just attacking from range.
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Please keep this in mind for general spellcasting and stealth as well. RETREAT mechanics span so much more of an advantage than just attacking from range.
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Re: Combat Help on 03/01/2012 11:15 AM CST
I realize this is probably too late for this implementation, but perhaps when it gets a revisit:
How about if initial engagement/final disengagement was a distinct state of combat? Ie. instead of "advance" right now, you would "engage", which would have a 'maneuvering you into range' stage. This could be bundled into the typical "advance" behavior, so it's as if they're advancing from that default engagement range, but it would have the added thing where the thing/person being advanced on could leave the room.
Once the initial engagement stage is finished, either side would have to 'disengage' in order to leave the room. This would have an added benefit of being able to end combat/facing someone without having to leave the room (which is how it currently is). One person advancing while the other is disengaging would be a contested event, and the closer the person is to who they're trying to disengage from the more difficult it is. Ie. disengaging from melee range would be more difficult than disengaging from missile range.
Retreat would then move to mechanics similar to advance - no RT, but delayed.
This will add an extra step for the advance/hit/run people, though I guess it might not affect the snap cast/shot.
I don't PvP a lot, so if someone who does could chime in on this, that'd be great. I'm just trying to think of a way to preserve moving through critter-laden areas while still delaying the retreat.
How about if initial engagement/final disengagement was a distinct state of combat? Ie. instead of "advance" right now, you would "engage", which would have a 'maneuvering you into range' stage. This could be bundled into the typical "advance" behavior, so it's as if they're advancing from that default engagement range, but it would have the added thing where the thing/person being advanced on could leave the room.
Once the initial engagement stage is finished, either side would have to 'disengage' in order to leave the room. This would have an added benefit of being able to end combat/facing someone without having to leave the room (which is how it currently is). One person advancing while the other is disengaging would be a contested event, and the closer the person is to who they're trying to disengage from the more difficult it is. Ie. disengaging from melee range would be more difficult than disengaging from missile range.
Retreat would then move to mechanics similar to advance - no RT, but delayed.
This will add an extra step for the advance/hit/run people, though I guess it might not affect the snap cast/shot.
I don't PvP a lot, so if someone who does could chime in on this, that'd be great. I'm just trying to think of a way to preserve moving through critter-laden areas while still delaying the retreat.
Re: Combat Help on 03/01/2012 12:19 PM CST
The problem with that is the following. Historically if you had a battle, you'd put your archers and such at a "ranged" distance", preferably behind a wall or you used arrow slots out the top to shoot through - hence the name Ranged weapons. Why is it so problematic that people actually want to use POLEarms at pole length and Ranged weapon at missle distance? Forcably making everyone fight at melee with every type of weapon is like the old <and thankfully passe> paladins code that called missile weapons "unhonorable", that's buried in an old book in the old lockpicking room on the 3rd floor of theren keep. Let's keep it buried.
You didn't see Robin Hood go right up to someone and shoot them in the face with a longbow, he hid out behind the trees in sherwood forest and fired.
"we're doing it for the good of mankind," said the philosophers of murder, waiting for the rest of the world to congratulate them"-Elie Wiesel <the gates of the forest>
You didn't see Robin Hood go right up to someone and shoot them in the face with a longbow, he hid out behind the trees in sherwood forest and fired.
"we're doing it for the good of mankind," said the philosophers of murder, waiting for the rest of the world to congratulate them"-Elie Wiesel <the gates of the forest>
Re: Combat Help on 03/01/2012 12:27 PM CST
Re: Combat Help on 03/01/2012 12:49 PM CST
Re: Combat Help on 03/01/2012 03:32 PM CST
I wouldn't mind if retreat was similar to advance. No RT but it took time to actually get back to pole/missile. Possibly DISENGAGE would work as retreat now, but would have an RT and break your aim with a big fatigue hit. I see DISENGAGE as more of a sprint away from your enemy so you're dropping your aim/guard and sprinting away. It's kinda like FLEE just staying in the same room. I'm not sure if that would be possible, but I think that would make everyone happy.
Re: Combat Help on 03/01/2012 03:42 PM CST
>>I wouldn't mind if retreat was similar to advance.
I'm actually a bit baffled as to why that option wasn't even mentioned. That seems the most balanced to me.
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
I'm actually a bit baffled as to why that option wasn't even mentioned. That seems the most balanced to me.
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Re: Combat Help on 03/01/2012 03:42 PM CST
>>It's kinda like FLEE just staying in the same room.
Type in FLEE NOWHERE in the game when you get a chance :)
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Type in FLEE NOWHERE in the game when you get a chance :)
~Leilond
http://tinyurl.com/Leilond-Portrait
http://drzeal.forumotion.com Learn How to PvP!
Re: Combat Help on 03/01/2012 04:06 PM CST
<<I'm actually a bit baffled as to why that option wasn't even mentioned. That seems the most balanced to me.
Because you would never get to melee. If you advance at the same rate as a person is retreating the distance stays the same. Maybe you can modify the timing (longer to back away, quicker to advance)? Got me.
No one cares about insta-retreat while training, in fact I suspect everyone wants it that way. Insta-retreat for PvP blows. Is it not possible to make RT for PvP and no-RT for normal combat?
Madigan
Because you would never get to melee. If you advance at the same rate as a person is retreating the distance stays the same. Maybe you can modify the timing (longer to back away, quicker to advance)? Got me.
No one cares about insta-retreat while training, in fact I suspect everyone wants it that way. Insta-retreat for PvP blows. Is it not possible to make RT for PvP and no-RT for normal combat?
Madigan
Re: Combat Help on 03/01/2012 04:10 PM CST
Re: Combat Help on 03/01/2012 04:12 PM CST
>Because you would never get to melee. If you advance at the same rate as a person is retreating the distance stays the same. Maybe you can modify the timing (longer to back away, quicker to advance)?
In the same way you can never get to melee now, because of insta-retreat? I think the only way to 'fix' this is a contested retreat. (Tactics) vs. (Tactics + something)?
In the same way you can never get to melee now, because of insta-retreat? I think the only way to 'fix' this is a contested retreat. (Tactics) vs. (Tactics + something)?
Re: Combat Help on 03/01/2012 04:18 PM CST
Re: Combat Help on 03/01/2012 04:30 PM CST
>>Because you would never get to melee. If you advance at the same rate as a person is retreating the distance stays the same. Maybe you can modify the timing (longer to back away, quicker to advance)? Got me.
Add skill/stat checks (let's say Tactics/Agility/Stamina to advance and Tactics/Reflex/Stamina to retreat, or something), and have it favor advancing over retreating.
At least then they stay away for a good reason.
Add skill/stat checks (let's say Tactics/Agility/Stamina to advance and Tactics/Reflex/Stamina to retreat, or something), and have it favor advancing over retreating.
At least then they stay away for a good reason.
Re: Combat Help on 03/01/2012 05:50 PM CST
Dart, I'm sure you're considering these, but I just wanted to add in a plug to remember the guild abilities that will do "special" things with advancement/retreat. I'm thinking of the Paladin spell that will pull to melee, Moon Mages' Whole Displacement, and any potential "leap" ability.
Also, one of the main advantages of using a pole-range weapon in one-on-one combat was the ability to keep one's opponent at range. It would be neat if it would require a special skill check to get to melee range when your opponent is using a spear (and also neat if some weapons, such as spears, weren't as effective at melee range). Probably difficult to implement but I think it would be cool.
-- Player of Eyuve
Also, one of the main advantages of using a pole-range weapon in one-on-one combat was the ability to keep one's opponent at range. It would be neat if it would require a special skill check to get to melee range when your opponent is using a spear (and also neat if some weapons, such as spears, weren't as effective at melee range). Probably difficult to implement but I think it would be cool.
-- Player of Eyuve
Re: Combat Help on 03/01/2012 10:35 PM CST
>>I'd rather keep the game playable and worry about PvP secondary. Seems like most of the complaints that keep coming up are... OMG So-and-so will be able to do xxxxx in PvP. Is that really the biggest concern to worry about?
I'm not sure why people are so concerned that taking away retreat teleportation will make them game completely unplayable.
I'm not sure why people are so concerned that taking away retreat teleportation will make them game completely unplayable.
Re: Combat Help on 03/02/2012 05:22 AM CST
retreat, like advancement, with relative skill checks with both.
Yes if you advance at the same speed you retreat you will maintain the same engagement but only if you have the skill for it. This is the fairest way to do it I think. Failed advancement prevents advancement, failed retreat prevents retreat for a short period of time(few seconds). Give monsters in areas that start at pole lower skill so that they more easily fail the advancement check while someone is retreating.
Give creature AI a few seconds pause before they engage. Combination of the two will make passing through "pole" room critter areas tolerable since retreating back to missile and succeeding will prevent them from advancing again and you can move on, pause will make sure you don't get engaged again before you leave the room.
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It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
Re: Combat Help on 03/02/2012 02:53 PM CST
Thanks for the update.
Would FLEE get an update, too? It seems to scale poorly. I trained the heck out of escaping (910 ranks) for a long time in dillos (before moving on), and yet I just played with it and I get ~25% fatigue hit every time I flee. Seems like a lot.
Further, it doesn't seem to teach much escaping, at all. I remember others posting about how flee stops training very well at higher ranks. Considering the increased emphasis on this verb, would it get a looking at too?
Thanks again for the update.
Re: Combat Help on 03/02/2012 09:20 PM CST
>Seems like most of the complaints that keep coming up are... OMG So-and-so will be able to do xxxxx in PvP. Is that really the biggest concern to worry about?
There are some people who only worry about pvp in the game. It's not my cup or tea but don't assume your play style is the only way to play the game.
Dierik
To be fair, I've always privately characterized Burn as an orbital death laser. Armifer
There are some people who only worry about pvp in the game. It's not my cup or tea but don't assume your play style is the only way to play the game.
Dierik
To be fair, I've always privately characterized Burn as an orbital death laser. Armifer