W7 combat

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Re: W7 combat

Postby ItsFunToLose » Mon Dec 02, 2013 9:53 am

MrBunzy wrote:
Jojjkano wrote:
Xcom wrote:Don't you get it. The fact you could make a fresh alt with 2 UA and be able to drain a 1000UA char down to 0 def in a single hit was imbalanced. That system had to go. Just cause the fresh alt with 2 UA didn't do the final blow doesn't mean it was working as intended. Issue was to nerf it as far as things are now.

Stop arguing for W6 combat being balanced. The reason thing where changed was to get away from the problem listed above. Try find a solution for the current one and stop clinging on to old broken mechanics.


Can you give me an example of when this has ever happened except in your imagination?


Me and some friends did something like that early last world... or may have been worold 5, I can't keep track. Anyway, we had gotten into a fight with some odditown jerks, and were totally out-statted by them, so we decided if we couldn't win the war, we could at least screw with them a bit. So a bunch of us spawned alts outside their base with the intention of building a house infront of their palisade gate. A few of us who knew combat pretty well also discovered some junk so we could get unarmed combat and like 2-3 uac. As we are building this house, someone spots us and they come out in force to kill the alts. It was pretty early into the world, so noone had crazy stats, but they had 60 uac characters vs our 3 ua dudes, and we still managed to put up a fight. We hit a bunch of them moving because they wern't expecting us to fight back at first. One dude must have had auto aggro on, so we took advantage of it and swarmed him, and did like 90 damage before he could get to a boat and escape... It was totally ridiculous. We almost knocked out this guys week old character with alts we had made in 5 minutes. Anyway, the alts were eventually slain and our plans foiled, but it really does illustrate how silly the old system was.


I was there. <3 what up bunzy. i haven't been on this forum/game in forever! so crazy, out of all the random forum posts I decide to read, I find this one. I haven't played this game in well over a year, but I was there for that. I don't know if I'm going to start playing again, but if I do, i'll send you a PM or something. was like day 6 of a fresh world respawn. we all spawned like 5 screens away from odditown. we had at least 15 alts grouped up for a raid, and nearly killed a guy. was awesome.

that was the world that jorb revived me. I had an island palisade fort finished with legit room for a ram to be constructed in front of the gate, but odditown convinced jorb to thundersmash my base open. he leveled it, and turned it into a giant square of flat land. When i spawned, there were 6 people around me. Seemed legit. Apparently odditown misrepresented the situation, and jorb overlooked that my base was not breaking any rules.

It took a week of begging and PM's asking for an explanation, but he finally revived me and teleported me somewhere random away from my old location. kinda killed our village, because our world 4 leader never actually started up during the reset for world 5, because I was somehow running the village, but i had to take the week off while jorb jesus'd me.
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Re: W7 combat

Postby Jojjkano » Tue Dec 03, 2013 5:40 pm

Updated original post with some of the suggestions, if you want something else added there ill edit it in.
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Re: W7 combat

Postby dagrimreefah » Tue Dec 03, 2013 6:41 pm

I have a suggestion:

Movement hits should count as a 100% attack for the attacker.
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Re: W7 combat

Postby jordancoles » Tue Dec 03, 2013 8:11 pm

dagrimreefah wrote:I have a suggestion:

Movement hits should count as a 100% attack for the attacker.

Bam
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Re: W7 combat

Postby NOOBY93 » Tue Dec 03, 2013 8:23 pm

I think movement hits should count as 100% attack meter + however much attack meter you already have. That way, they aren't useless if you already have attack meter.
So if you have 50 atk, you punch for 150.
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Re: W7 combat

Postby jordancoles » Tue Dec 03, 2013 10:25 pm

NOOBY93 wrote:I think movement hits should count as 100% attack meter + however much attack meter you already have. That way, they aren't useless if you already have attack meter.
So if you have 50 atk, you punch for 150.

What, so I'm going to get the first hit on you at 200% attack with 1.5k mc? K bro
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Re: W7 combat

Postby NOOBY93 » Tue Dec 03, 2013 10:28 pm

jordancoles wrote:
NOOBY93 wrote:I think movement hits should count as 100% attack meter + however much attack meter you already have. That way, they aren't useless if you already have attack meter.
So if you have 50 atk, you punch for 150.

What, so I'm going to get the first hit on you at 200% attack with 1.5k mc? K bro

If I get hit moving, yes. Less meaningful than getting move hit in W6, more meaningful than getting move hit at W7 (because they still count as a full attack even at 0 atk bar)
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Re: W7 combat

Postby julian12it » Wed Dec 04, 2013 2:13 am

NOOBY93 wrote:
jordancoles wrote:
NOOBY93 wrote:I think movement hits should count as 100% attack meter + however much attack meter you already have. That way, they aren't useless if you already have attack meter.
So if you have 50 atk, you punch for 150.

What, so I'm going to get the first hit on you at 200% attack with 1.5k mc? K bro

If I get hit moving, yes. Less meaningful than getting move hit in W6, more meaningful than getting move hit at W7 (because they still count as a full attack even at 0 atk bar)

Mr Downs, if you want to "improve" movement combat just go back to W6.
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Re: W7 combat

Postby swarls » Wed Dec 04, 2013 5:49 am

Rbows rly need some love...
Since jorbtar don't seem to like to just add pierce to them, why not adding pierce dependent on aim bar?
Smth like, 75% AIM=5% pierce and let it scale up to 10% pierce at 100% aim.
No pierce with lower aim bar, so you can't just spam arrows and hope for some lucky hits...
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Re: W7 combat

Postby AnnaC » Wed Dec 04, 2013 6:59 pm

swarls wrote:Rbows rly need some love...
Since jorbtar don't seem to like to just add pierce to them, why not adding pierce dependent on aim bar?
Smth like, 75% AIM=5% pierce and let it scale up to 10% pierce at 100% aim.
No pierce with lower aim bar, so you can't just spam arrows and hope for some lucky hits...

Bows can get love when they have more considerations in their execution than point and click on target.

NOOBY93 wrote:I think movement hits should count as 100% attack meter + however much attack meter you already have. That way, they aren't useless if you already have attack meter.
So if you have 50 atk, you punch for 150.

But the point of that idea, is to help alleviate the insurmountable issue of the chaser having to recover their entire attack bar (which is hard to do against a running target), to make a decent strike (which didn't matter before because the lack of defense weight from the target moving, but that had it's own problems to deal with). Allowing full attack weight on a moving target instead of having them at 0 defense weight does this same thing, but makes the 1 ua alt ganging less effective. It isn't useless if you have a full attack meter, it just makes it so you don't need a full attack meter to do follow-up attacks if the target continues to run away.
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