World 7 incoming

Announcements about major changes in Haven & Hearth.

Re: World 7 incoming

Postby NOOBY93 » Sun Jun 02, 2013 10:59 pm

Wow good idea cfr! It would be cool to look like a bandit but it would need to give some AC.
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Re: World 7 incoming

Postby chris1122 » Sun Jun 02, 2013 11:00 pm

Zachary09 wrote:
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?



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.


This is the main reason for movement is you are able to get ip from a distance, so just take away call down thunder and it will solve a lot of movement combat. But there will be people still running away from the target then charge at him to use a move then start running again.
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Re: World 7 incoming

Postby Kaios » Sun Jun 02, 2013 11:00 pm

Very useful input, Crfernald.
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Re: World 7 incoming

Postby Nate_H » Sun Jun 02, 2013 11:00 pm

Remove call down the thunder.
Problem solved.
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Re: World 7 incoming

Postby Saxony4 » Sun Jun 02, 2013 11:00 pm

crfernald wrote:

Can you add a bandit hood and additional bandit gear to match the bandit mask? You can model it on me. :3



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Re: World 7 incoming

Postby jorb » Sun Jun 02, 2013 11:01 pm

Patchouli_Knowledge wrote:
Ninijutsu wrote:Yes, yes he can. You can be moving in the opposite direction and still have call down the thunder queued on your opponent.


I can confirm that this is possible as well. I suspect it to be a bug though, judging from jorb's response. I thought someone had reported that.


Explain to me -- slowly -- how I would go about first initiating movement away from a pursuing player and then initiating an attack against him while still remaining in motion.
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Re: World 7 incoming

Postby Avulsio » Sun Jun 02, 2013 11:02 pm

I don't really know mermernt kermberts, but based on what I've read, I suggest the following:

Players in combat cannot place sign posts.

Not a complete fix, but I think it is a step.

Edit: my second idea was not well thought through :P
Last edited by Avulsio on Sun Jun 02, 2013 11:08 pm, edited 1 time in total.
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Re: World 7 incoming

Postby Zachary09 » Sun Jun 02, 2013 11:02 pm

chris1122 wrote:
Zachary09 wrote:
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?



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.


This is the main reason for movement is you are able to get ip from a distance, so just take away call down thunder and it will solve a lot of movement combat. But there will be people still running away from the target then charge at him to use a move then start running again.

This is really, really inconvenient - the main reason of movement fighting is to actually inflict a slight bit of damage and / or kill the chaser instantly. If you charge, you endanger yourself of loosing your character to a punch which will deal 800 (example) damage to you :P
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Re: World 7 incoming

Postby Nicstar543543 » Sun Jun 02, 2013 11:02 pm

Nate_H wrote:Remove call down the thunder.
Problem solved.

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Re: World 7 incoming

Postby Ninijutsu » Sun Jun 02, 2013 11:02 pm

jorb wrote:
Patchouli_Knowledge wrote:
Ninijutsu wrote:Yes, yes he can. You can be moving in the opposite direction and still have call down the thunder queued on your opponent.


I can confirm that this is possible as well. I suspect it to be a bug though, judging from jorb's response. I thought someone had reported that.


Explain to me -- slowly -- how I would go about first initiating movement away from a pursuing player and then initiating an attack against him while still remaining in motion.


Click to move, then press call down the thunder, click your opponent. You will queue the move on him but keep moving in the direction you clicked.

It ONLY works for RANGED attacks. Including bows.
Last edited by Ninijutsu on Sun Jun 02, 2013 11:03 pm, edited 2 times in total.
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