Rexz wrote:jorb wrote:Rexz wrote:
The difference in the range of damage done based on distance is still valid no? Please address the entirety of my suggestion :3
I don't think it matters much how or when the randomness is applied. I don't want intentionally random elements in the combat system.
I am sad cuz you didn't read all that I said. Even without RNG you can still apply difference in damage based on the distance of the target from the assailant.
So if the person is right next to you, 30 damage, medium distance away from the conal/sweeping attack 20 damage, furthest away the target can possibly be hit by the attack 10 damage.
If you are chasing the target and the damaging attack is a lunge or locked-on chasing attach, furthest the target from you 10 damage, medium distance from target 20 damage, if you are very close to them and you use this then you hit them for maximum of 30.
Archiplex wrote:Gosh there's a lot of fuss on whether it should be "easy" or "hard" to get away from combat, and I think there's obvious biases on both sides.
One thing I want to bring in from another game (Wurm, but I won't get into details since it's very different) is the idea of a combat 'handshake'- that is, the idea that once you commit to combat, it's hard to escape.
I think something like that would be feasible to exist- people in general being faster outside of combat, but once they get into the 'heat' of things (either hitting someone or being hit), that their relative speed is slower than otherwise. This means that if someone approaches you when you're not looking for a fight, it should generally be easy to just get 'away' (and frankly, this should be the case- avoiding gank squads and protecting hermits) unless you get caught out and hit by an attack in the first place (to still actually ALLOW surprise attacks to happen).
This also makes combats 'tighter' instead of so heavily movement based like what currently exists- and removes that issue of people who run from combat once their opening is high enough. I also think that there should be a way to start to 'try' and escape combat- perhaps dodge abilities (or Artful evasion) don't allow you to? Or perhaps an IP ability that grants you a large movement speed burst for just a few moments to try and escape- so that in order to escape, you need to land a few attacks/dodges that allow you to escape?
In general I sort of agree with coles in that these autohit abilities feel like they're damaging the intent of the system, but I don't think they 'break' anything (numbers tuning aside)- I just think it's lame they exist.
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