This is getting fun~ combat

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Re: This is getting fun~ combat

Postby Jackard » Mon Sep 28, 2015 7:59 pm

titan wailing and gnashing of teeth is a musical delight not to be missed
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Re: This is getting fun~ combat

Postby burgingham » Mon Sep 28, 2015 8:00 pm

I agree 100 ua alts taking down titans is a good thing. The problem is freshly spawned 1 ua alts doing the same as a 100 ua alt to said titan.
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Re: This is getting fun~ combat

Postby DDDsDD999 » Mon Sep 28, 2015 8:17 pm

Personally, I'm glad we have the current delta cap. Makes it so worth to spam combat alts and just zerg people. Never enjoyed the idea of risk.
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Re: This is getting fun~ combat

Postby Hervarth » Mon Sep 28, 2015 8:36 pm

ozzy's "running away" point is the only good one on the side of the butthurt fighters here imo. but its a bit hilarious because i remember all the pvpkambertzexperts whining like crazy at the start of w7 because you could always run away :P
I think you should be able to escape with sufficient skill

but I also think its good that characters with smaller combat skills can "zerg" a higher statted opponent. But 1ua alts is not good.

Maybe an asymmetric weight formula? where if the "titan" is hitting the "baby" delta is capped at 2, but if the "baby" is hitting the "titan" it can go below 1/2...

e.g. a 10ua alt hitting a 1000ua titan will do 1/10 of a block, but a 100ua alt hitting a 1000ua titan will do 1/sqrt(10) ~ 1/3
but the 1000ua titan will do 2 block worth of def damage to both those chars.

That still doesn't solve the "getting away" problem. Maybe we need some more formal/reliable game mechanics for blocking chasers than dropping frogs :p
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Re: This is getting fun~ combat

Postby banok » Mon Sep 28, 2015 8:52 pm

Ozzy123 wrote: you propably never played or never fought anything else than fox in old haven

Just the fox was enough to convince me without a doubt that I would never be interested in pvp.

I do agree that stats need to effect stamina somehow, not just so dev chars have better chance to flee, but also to make manual labour on mains viable.

but I guess people are never going to shut up about legacy combat now, same why DF1 players did in DF2, CS players do in CSGO etc.
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Re: This is getting fun~ combat

Postby Hervarth » Mon Sep 28, 2015 9:07 pm

banok wrote:I do agree that stats need to effect stamina somehow, not just so dev chars have better chance to catch their prey


please no stat dependence on stamina... weaker chars need to be able to get away with some reasonable level of skill.
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Re: This is getting fun~ combat

Postby NaoWhut » Mon Sep 28, 2015 9:38 pm

lol
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Re: This is getting fun~ combat

Postby maze » Mon Sep 28, 2015 9:57 pm

Let say something people arnt getting. it's not that combat is bad, no, combat is good. it is much better then the old system but the new system is missing alot of fine tuning.

but the fact that defending yourself from 1 guy is hard defending yourself vs 2 attack. green attack (punch+faint+stab) you're pretty fucked.

Looking at the points of fighting

people who don't wanna fight should be able to build a deck around harden defence.
Tanks, there should be decks build around warriors who are move def then attack, should be able to take on about 2-3 opt but unable to dmg the opt

once there a harden defence combat we can move back into aggressiveness.

currently aggressiveness is winning in everyway.
It would be nice if J&L would take a few of us who are very aware at how to exploit combat.

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Alot of comments here "dont stand beside the dude" o/c but people still are idiots get baited into my house and one shot cuz they ended up standing beside me.
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Re: This is getting fun~ combat

Postby banok » Mon Sep 28, 2015 11:41 pm

Why cant I go into "kambert" stance without aggroing an enemy anyway? any other game would let you. maybe remove ability to prebuild IP with watch its moves, by not allowing IP gain without target.

because that way when boar refuses to take my clover I can have my defenses up (or try can take5 minutes to fail). and in maze's scenario you could put up defenses then go into house, and his autochopbot wouldn't work.
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Re: This is getting fun~ combat

Postby NaoWhut » Tue Sep 29, 2015 1:18 am

banok wrote:Why cant I go into "kambert" stance without aggroing an enemy anyway? any other game would let you. maybe remove ability to prebuild IP with watch its moves, by not allowing IP gain without target.

because that way when boar refuses to take my clover I can have my defenses up (or try can take5 minutes to fail). and in maze's scenario you could put up defenses then go into house, and his autochopbot wouldn't work.


Was that english?
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