fuffens1 wrote:I dont know shit about coding so take this with a grain of salt. But how hard can it be to make sure that when an animal feels threatened (aggressive, cause thats why animals attack. they dont walk around angry.) and it realises that its in real danger and cant defend itself (like with a guy safely attacking it from a boat) it will just turn around, flee and not slow down until its time to lick wounds? I think animals should be more aggressive if they know they can defend themselves. But if they cant do that they should just bolt like a normal animal would. Just remove the re-aggro shit. Cant be that hard right? Right?
This way (hopefully) there would be a reason to have a hunter that can damage and bloody the animal (if it did any damage) without getting to close, peace with it, and start tracking again. Or if you wanna be more effective, you have one hunter with a spear or sword and shield ready to tank for the archer who is doing most of the damage while the guy in melee is focusing on defense.
so based on the wiki it does do that. if you deal enough damage to an animal that would normally fight back, it will begin to run away as a simple "I'm losing time to go" the issue is the boat hunting cheese seems to be about blocking their movement abilities entirely.
I think the only real solution to this would be to have an animal begin 'attacking' whatever items are near it if it discovers that movement is not working but that is a difficult thing in my imagination to try and code properly without having issues like animals just randomly turning to attack trees instead of you when they bump into them.
Edit: I read more, they already do this too.
It looks like according to the wiki if you just sit in a boat, the animal will attack the boat and eventually destroy it if you are exchanging melee blows.
Kaios wrote:Amberlight99 wrote:I think this solution takes away from the variety and strategy involved in choosing between melee weapons and no weapons when deciding what you will invest your build into without fixing the issue with MM
Your damage with cleave, etc. on a high opening won't change regardless of what your Melee Combat is anyways. You could have 1 MC and 5000 Unarmed to get the openings and you'll still want to have a weapon for the kills. You're not going to kill much with punches alone. The best use you get out of raising melee combat right now would be to use Parry as your maneuver, and that's really the only reason I personally have that would make me want to raise it at all. I guess Quick Barrage spam isn't too bad either in some cases.
The point being there already is no reason to raise melee combat except for very niche cases.
I think then that still the solution would not be to merge melee and Unarmed but if that genuinely is the case, address the specific issue of melee combat attacks dealing strong damage no matter the melee skill so long as the opening is down, as well as addressing MM. By the way you make the dynamic sound, Unarmed and Melee might as well be the same single skill already seeing as you just need to pump Unarmed and get only one point in Melee, and if that is the case (sorry if I misunderstood) then the lack of MM in people's builds shows that at least merging the two would not help MM, even if it might help the combat meta generally.

RIP lather ball 2017/08/24 01:21