Running Away in Combat

General discussion and socializing.

Re: Running Away in Combat

Postby ChildhoodObesity » Fri Jun 28, 2013 7:40 pm

maze wrote:Since it seems everyone is off topic on how to trap animles with glitchs i guess they agree with my 2 bug fixs
\(~3~)/

Frogs, rats were always my best friend during mining and throwing down a leato in combat (pvp)

maze wrote:what ever happen to the old fashion

"go for the knee's"
-30%def 2+ combat vantage 4-6 coins's
reduces enemy to a crawl for 15 sec's

for alt spaming. dead bodys should not have a hitbox's

Well the problem is running away in combat how are you going to get too someone too use that skill, if people just run straight and don't get clipped on stuff all the time the people behind them aren't going too catch up.
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Re: Running Away in Combat

Postby rye130 » Fri Jun 28, 2013 8:07 pm

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.


Yeah, it doesn't make any sense at all to take advice for fixing combat from some of the people that use it more almost anyone else. We should instead have people who have never engaged in any combat ever fix the combat system!
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Re: Running Away in Combat

Postby ChildhoodObesity » Fri Jun 28, 2013 8:10 pm

rye130 wrote:
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.


Yeah, it doesn't make any sense at all to take advice for fixing combat from some of the people that use it more almost anyone else. We should instead have people who have never engaged in any combat ever fix the combat system!

They're baddies, at the beginning of the world they were like "Were not complaining about the combat changes" and then they make this thread about how running is even worse now.
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Re: Running Away in Combat

Postby Ninijutsu » Fri Jun 28, 2013 8:22 pm

People who are experienced in combat are the pvp types, and they advocate changes that will make it easier for them to kill and raid. People who don't know combat are peaceful and want to make it harder to let people kill them. There is basically nobody who knows a lot about pvp but is legitimately trying to find a balance between the two.

Ainran is surely not the third group.
Of another era.
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Re: Running Away in Combat

Postby Duane » Fri Jun 28, 2013 8:47 pm

Ninijutsu wrote:People who are experienced in combat are the pvp types, and they advocate changes that will make it easier for them to kill and raid. People who don't know combat are peaceful and want to make it harder to let people kill them. There is basically nobody who knows a lot about pvp but is legitimately trying to find a balance between the two.

Ainran is surely not the third group.

Remember everyone yelling "NERF FLEX SRSLY"?
God, if them repeatedly flexing bothers you, throw sand or something. Nobody flexes on 30 initiative and if they do you're fucked at a moment's notice anyway.
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Re: Running Away in Combat

Postby maze » Fri Jun 28, 2013 8:57 pm

ChildhoodObesity wrote:
maze wrote:Since it seems everyone is off topic on how to trap animles with glitchs i guess they agree with my 2 bug fixs
\(~3~)/

Frogs, rats were always my best friend during mining and throwing down a leato in combat (pvp)

maze wrote:what ever happen to the old fashion

"go for the knee's"
-30%def 2+ combat vantage 4-6 coins's
reduces enemy to a crawl for 15 sec's

for alt spaming. dead bodys should not have a hitbox's

Well the problem is running away in combat how are you going to get too someone too use that skill, if people just run straight and don't get clipped on stuff all the time the people behind them aren't going too catch up.



if your going to have problems with em' running away use the skill otherwise they should be allowed to get away.
if there was anyway to range lock down someone. GG gank groups would be to OP. or stun punch. gg gank groups to OP.

slow down should not effect the other person other then there speed.
the stam is just a dum fix cuz then that would be unfair to noobs. Q70+ for any real pvpers would fill your full stam bar in 4-5 sec's.
unable to drink water while moving? that would make it for both sides the slowest moving battle ever. and yet again highest q water wins~
WARNING! MY ENGISH SUCKS.
game ideas
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Re: Running Away in Combat

Postby bmjclark » Fri Jun 28, 2013 10:34 pm

ChildhoodObesity wrote:
rye130 wrote:
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.


Yeah, it doesn't make any sense at all to take advice for fixing combat from some of the people that use it more almost anyone else. We should instead have people who have never engaged in any combat ever fix the combat system!

They're baddies, at the beginning of the world they were like "Were not complaining about the combat changes" and then they make this thread about how running is even worse now.


1) The only thing i posted about the combat changes at the start of the world was that anything is better then people getting 1 shotted in lag spikes by the runner. Something i standby and we were notorious for using that.
2) At the start of the world in the IRC chat people were suggesting the removal of the 0 defensive weight hits (myself included) and it being replaced with a stamina drain or slow on moving hit. Jorb and loftar implemented the first part but not the second leading us to the issues we have now.
3) We didn't complain until it became obvious it was an issue.

ChildhoodObesity wrote:Well the problem is running away in combat how are you going to get too someone too use that skill, if people just run straight and don't get clipped on stuff all the time the people behind them aren't going too catch up.


People still managed to die last world and the same could be said about moving hits. And if someone runs in a straight line, the chaser will eventually catch up because you don't have to click as much while chasing ;)
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Re: Running Away in Combat

Postby ChildhoodObesity » Sun Jun 30, 2013 2:29 am

bmjclark wrote:People still managed to die last world and the same could be said about moving hits. And if someone runs in a straight line, the chaser will eventually catch up because you don't have to click as much while chasing ;)

The chaser will catch up if that is the case but they are most likely going too be changing their path a little bit because of trees and cliffs and all that which will cause the other person too start clicking more and then once you get to a heath/mudflat or something both people are going too be clicking a decent amount. Seems to me like the only way too die now is too either run out of water or get trapped because if someone cuts you off with more people you can just easily run out and keep tanking punches, although you could do that with thunder run last world too it's just way worse now though. JusT mY OPIniOnS On THE 0/10 COmbAT
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Re: Running Away in Combat

Postby Jojjkano » Sat Jul 06, 2013 12:44 am

bmjclark wrote:3) We didn't complain until it became obvious it was an issue.


God youre fucking autistic, if u knew anything about combat you should have seen it coming.
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Re: Running Away in Combat

Postby bitza » Sat Jul 06, 2013 12:57 am

Jojjkano wrote:
bmjclark wrote:3) We didn't complain until it became obvious it was an issue.


God youre fucking autistic, if u knew anything about combat you should have seen it coming.


great contribution to the discussion!
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