Running Away in Combat

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Re: Running Away in Combat

Postby jorb » Thu Jun 27, 2013 4:04 pm

Would you like us to stop developing altogether?
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Re: Running Away in Combat

Postby bmjclark » Thu Jun 27, 2013 4:07 pm

Removing moving drinking would make surprisingly little difference. Only thing that would ever scare me is a ranged snare :lol:
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Re: Running Away in Combat

Postby Flameturtle » Thu Jun 27, 2013 4:08 pm

Of course not, take the game in whatever direction you want. If you make it so as soon as someone with 100 more UA/Melee appears on your screen with the murder skill you die instantly thats up to you. We'll just have to deal with it.

(Please don't. Also some of the ideas in this thread are quite good. I quite like the idea of repurposing strangle.)
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Re: Running Away in Combat

Postby Seizure » Thu Jun 27, 2013 4:24 pm

jorb wrote:Would you like us to stop developing altogether?


A bit touchy today, arnt we?
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Re: Running Away in Combat

Postby jorb » Thu Jun 27, 2013 4:43 pm

Seizure wrote:
jorb wrote:Would you like us to stop developing altogether?


A bit touchy today, arnt we?


Not at all. :)
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Re: Running Away in Combat

Postby Seizure » Thu Jun 27, 2013 4:49 pm

jorb wrote:
Seizure wrote:
jorb wrote:Would you like us to stop developing altogether?


A bit touchy today, arnt we?


Not at all. :)


Im glad, that would ruin the whole evil developer persona you've been cultivating all these years. :lol:
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Re: Running Away in Combat

Postby Xcom » Thu Jun 27, 2013 5:08 pm

Lately all the updates have had a tad to many nerfs and its made me claustrophobic. Combat is not my fortay but everytime a new update is posted it feels as if another nerf strike is in it. But to not be a tool and just troll I will add something constructive.

I know I haven't had enough combat experience and often avoided it all costs its often been because its never been in my favor. I enjoy pvp games like any other but I don't do it in haven. Its most often because of the lack of balance in any pvp scenario landing in my favor. I know it often comes down the the numbers 4 players trunks 1 but in haven noone in there right mind would turn around and try fight the 4 solo. Clearly you run as its the only choice your given. Reversed roles you clearly have to chase down your foo if they are outnumbered and start to run. So I don't see the reason why it should be easy to clip down your opponent. Should combat always end up in the favor of the aggressor? Is that the way it always should go down?

Your spotted by a hostile and your outnumbered, your dead. 90% of the time alts are used just because of this simple reason. Snares of any sort would not be anything more then guaranteed kills for combatiers. Giving pvpers an even bigger ledge in taking there targets down is another hit below the belt. If running away from combat was removed we could simply be handing the game over to the best pvpers out there. Its seldom you get away if your chased by a good pvper and giving them more advantage to take you down just makes there job easier.

Not all combat is about elitists fighting elitists. If you feel like your able to get away to easily in combat and don't feel there is much of a challenge taking down 9 out of 10 targets and feel board, you should seriously be thinking about finding yourself a matched opponent in a pvp focused game. I rather keep it as it is for a while so the new combat system can sink in and see if it really is that easy to get away from combat or if its just the best pvpers not finding a matching opponent to kill them.
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Re: Running Away in Combat

Postby dragonxkai » Thu Jun 27, 2013 10:37 pm

Rather the combat has been looked at and changed so much that people may have lost sight in the original idea of combat.
O_o

Classic MMO combat systems work for a reason, it prolong combat but does have level gaps which shortens the duration two people fight.
A level 20 character is going to whoop a level 10 character's butt.

Then Action RPG combat system puts in real time hit and miss based on hitboxes and animations. Then calculates damage and such if the character does hit one another.
But with hits and miss, comes blocking, where you literally block a move and gain advantage over a opponent (counter attacking).

In HnH, defense gauges allows players not to take damage until it drops, in a sense it acts as a gauge for 'accuracy'. But how does dodging attacks reduces your defense? Shouldn't dodging tire you out via stamina loss?

Maybe one idea is to tie attack and defense gauges to stamina.
As your gauges loses units in %, the stamina tries to refill it at a quick pace.

When using dodge maneuver, you regain defense gauge faster passively at a cost of stamina. When using blocking maneuver, you have increased defensive weight at a cost of partial stamina loss when you take blows.

So stamina influences the weight gauges.

Attacking will reduce stamina no matter what level the gauge is at, so hitting rapidly at lower attack gauges may tire you out faster.

These ideas pretty much ramp up the importance of stamina and constitution.

And in combat, I think instead of changing how the damage and attacks works, is to improve the player's defensive capabilities, like maximum health via constitution boosts.

Lets see... Constitution based food is mainly foraged or from harvesting auroch/cows.
But it seems that you cannot increase stamina capacity with con?
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Re: Running Away in Combat

Postby ChildhoodObesity » Fri Jun 28, 2013 6:21 am

I think the best thing Jorb and Loftar could do when it comes to fixing running is not take any of Ainran's suggestions.
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Re: Running Away in Combat

Postby talon00302 » Fri Jun 28, 2013 6:32 am

ChildhoodObesity wrote:I think the best thing Jorb and Loftar could do when it comes to fixing running is not take any of Ainran's suggestions.
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