Scaling armor penalties

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Re: Scaling armor penalties

Postby Granger » Tue Mar 20, 2018 4:18 pm

NOOBY93 wrote:think of it like this: no matter how strong someone is, a group of average fighters would easily be able to kill him if he went walk speed and the fighters went run speed.

What is wrong with your scenario of a group of average fighters being able to easily kill a single opponent, should they be able to catch it?

I wrote that the difference shouldn't be huge, just that it should be enough to make the difference of a lighter armored character being able to flee from a heavier armored one. I once suggested a 'flee' mechanic (that leaves a trail of stuff in exchange for a speed buff to get away from combat) of which I still think would be a more fun mechanic than what we have now. In your scenario the tank could simply shed the armor (in terms of dropping it, as the speed penalty should apply as long as it's on the character to avoid auto-armor scripts) and leg it - which would at least leave some loot for the 'average fighters' to pick up.
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Re: Scaling armor penalties

Postby NOOBY93 » Tue Mar 20, 2018 4:22 pm

Granger wrote:
NOOBY93 wrote:think of it like this: no matter how strong someone is, a group of average fighters would easily be able to kill him if he went walk speed and the fighters went run speed.

What is wrong with your scenario of a group of average fighters being able to easily kill a single opponent, should they be able to catch it?

I wrote that the difference shouldn't be huge, just that it should be enough to make the difference of a lighter armored character being able to flee from a heavier armored one. I once suggested a 'flee' mechanic (that leaves a trail of stuff in exchange for a speed buff to get away from combat) of which I still think would be a more fun mechanic than what we have now. In your scenario the tank could simply shed the armor (in terms of dropping it, as the speed penalty should apply as long as it's on the character to avoid auto-armor scripts) and leg it - which would at least leave some loot for the 'average fighters' to pick up.

And you have no idea how this could possibly play out? You don't see how forcing players to DROP ARMOR to run away could go wrong?

Let me give you a hint: 20-20 cleave.
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Re: Scaling armor penalties

Postby Granger » Tue Mar 20, 2018 4:34 pm

NOOBY93 wrote:And you have no idea how this could possibly play out? You don't see how forcing players to DROP ARMOR to run away could go wrong?
I don't want to force them, just give the option to do it.

Let me give you a hint: 20-20 cleave.
One would need to catch them first.

I get where you come from and have suspicions about why you wouldn't want this. Maybe do an experiment and shelve your titan for a while to take an anonymous level ~100 character (with matching gear) for an extended (well, at least long enough to be repeatedly being subjected to some PvP by characters of the levels you're usually used to) stroll around the map - maybe that experience might widen your perspective on why 'normal' players might have a different take on combat mechanics.

Related topic: viewtopic.php?p=773534
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Re: Scaling armor penalties

Postby DDDsDD999 » Tue Mar 20, 2018 5:13 pm

Granger wrote:
NOOBY93 wrote:And you have no idea how this could possibly play out? You don't see how forcing players to DROP ARMOR to run away could go wrong?
I don't want to force them, just give the option to do it.

Let me give you a hint: 20-20 cleave.
One would need to catch them first.

Yeah, let's just have fights be where everyone gets naked. Movement speed is insanely important in fights, and a combat system based around tossing your armor off is retarded.
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Re: Scaling armor penalties

Postby NOOBY93 » Tue Mar 20, 2018 5:15 pm

DDDsDD999 wrote:Yeah, let's just have fights be where everyone gets naked.

You're onto something here
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Re: Scaling armor penalties

Postby Sarge » Tue Mar 20, 2018 5:22 pm

shubla wrote:Currently steel armors are superior to CTC's. I dont think it is a good thing.


This comment perplexes me though. Surely steel >>> hardened leather?
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Re: Scaling armor penalties

Postby shubla » Tue Mar 20, 2018 5:30 pm

Sarge wrote:
shubla wrote:Currently steel armors are superior to CTC's. I dont think it is a good thing.


This comment perplexes me though. Surely steel >>> hardened leather?

Well, I guess.
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Re: Scaling armor penalties

Postby NOOBY93 » Tue Mar 20, 2018 5:40 pm

Sarge wrote:
shubla wrote:Currently steel armors are superior to CTC's. I dont think it is a good thing.


This comment perplexes me though. Surely steel >>> hardened leather?

I think the thought behind it is that if you want variety in armors, then it's only plate vs ctc (bronze too earlyworld). ctc for the stats, plate for the armor.

Plate is definitely superior atm though
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Re: Scaling armor penalties

Postby jorb » Thu Mar 22, 2018 9:49 am

This seems marginal.
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