World 7 incoming

Announcements about major changes in Haven & Hearth.

Re: World 7 incoming

Postby jorb » Sun Jun 02, 2013 10:51 pm

Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?
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Re: World 7 incoming

Postby HarryDresden » Sun Jun 02, 2013 10:51 pm

This game is a permanent Dev's playground. Making it pay to play is a bad idea.
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Re: World 7 incoming

Postby Ninijutsu » Sun Jun 02, 2013 10:52 pm

jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?


The problem is you can queue attacks while moving. You can move forward while thunder is queued, you'll just stop once your cooldown is over, thunder, and then keep moving with it queued.

EDIT:

But I like the idea.
Last edited by Ninijutsu on Sun Jun 02, 2013 10:54 pm, edited 1 time in total.
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Re: World 7 incoming

Postby bitza » Sun Jun 02, 2013 10:52 pm

if i'm running away, i can just toss a thunder (or even just hit charge for a second) and reset the buff, then go back to running

right?
Last edited by bitza on Sun Jun 02, 2013 10:53 pm, edited 1 time in total.
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Re: World 7 incoming

Postby aikidragon » Sun Jun 02, 2013 10:53 pm

HarryDresden wrote:This game is a permanent Dev's playground. Making it pay to play is a bad idea.

This game must never experience pay2play or rl cash cosmetic items. It's simply bad.
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Re: World 7 incoming

Postby Zachary09 » Sun Jun 02, 2013 10:54 pm

jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?

So just queuing a single attack would remove the said penalty?
I think this could actually be a good idea, something like "Exhaustion" but applied to the one who got aggroed. It would not apply to animals for obvious reasons.
Also the Exhaustion debuff would accumulate over time as you said, but how'd you solve the initial problem of recognizing that the player is running?

Going back over to the queuing a single attack and removing penalty - make it so that you actually have to execute a move, and remove this one from Call Down The Thunder for obvious reason.
Last edited by Zachary09 on Sun Jun 02, 2013 10:54 pm, edited 1 time in total.
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Re: World 7 incoming

Postby NOOBY93 » Sun Jun 02, 2013 10:54 pm

jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?

How would it work if one -walks- while not engaged in combat? is his UA nullified?
Also, it would promote long, long chases until both have filled the buff to 100% so the one with less stats has no disadvantages. I dislike it, myself.
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Re: World 7 incoming

Postby overtyped » Sun Jun 02, 2013 10:54 pm

jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?

only lose 60% base defense bar when hit is probably the easiest solution, that way if your chasing someone and hit, your not totally fucked,
Last edited by overtyped on Sun Jun 02, 2013 10:55 pm, edited 1 time in total.
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Re: World 7 incoming

Postby jorb » Sun Jun 02, 2013 10:54 pm

Ninijutsu wrote:The problem is you can queue attacks while moving. You can move forward while thunder is queued, you'll just stop once your cooldown is over, thunder, and then keep moving with it queued.


What? No? A fleeing person cannot move in the opposite direction of a target against which he has an attack queued?
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Re: World 7 incoming

Postby Rador » Sun Jun 02, 2013 10:55 pm

jorb wrote:Ok, so here's an idea.

What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.

The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.

Thoughts?


What about the customizable haircut/colour idea from the posters before? I think it is cool and you already made it possible during an event ;)
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