Ardennesss wrote:It's so cute when you make a half brained change without consulting the player base and change mechanics that you don't understand how they work or how they're used, and then get mad when it isn't well received. This is like the 6th time you've done it, most people would learn a lesson by now. We're more than happy to have a civil conversation about a change this like given proper notice so we can explain the risks and why it's a bad idea, but or course we're going to be upset when you just randomly push this to production on a Friday with no notice.jorb wrote:Ok, fuck it.
SnowWiggles wrote:Could we make it so that the lower your ua/mc the higher you can close your defenses to a point?
loftar wrote:SnowWiggles wrote:Could we make it so that the lower your ua/mc the higher you can close your defenses to a point?
What does that mean?
Artemiswhb wrote:Jorb and or Loftar, I know legacy combat had its problems, but what is it that's stopping you to make a system akin to the combat in legacy? Not saying it's the best system, but people weren't complaining as much about that one compared to this
algeralith wrote:Maybe that is what Jorb and Loftar should spend there efforts on. Finding ways to lower the ceiling for people to get into PVP.
Making Death a learning Experience and not a Penalty. [...] You know, encouraging people to PVP.
DDDsDD999 wrote:Artemiswhb wrote:Jorb and or Loftar, I know legacy combat had its problems, but what is it that's stopping you to make a system akin to the combat in legacy? Not saying it's the best system, but people weren't complaining as much about that one compared to this
Legacy combat revolved around movement combat because you could easily clip people, especially with stuff like body summons, signs, terrain, etc. Unless you remove pathfinding, legacy combat just wouldn't work.
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