W7 combat

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Re: W7 combat

Postby jorb » Mon Nov 11, 2013 6:31 am

How about some creative suggestions instead of bitching and moaning?

I'm not locked to the changes we did make, but there was a lot of bitching and moaning at the time about how combat was broken fix pl0x, blablabla.

Suggest something better instead of crying about it.

(Also, Doge is le top forced meme. Not funny at all.)
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Re: W7 combat

Postby ChildhoodObesity » Mon Nov 11, 2013 6:36 am

i think last world combat was good because the thunder walking kind of balanced the movement 1shot out but i dont even mind this combat that much anymore
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Re: W7 combat

Postby jordancoles » Mon Nov 11, 2013 6:37 am

jorb wrote:How about some creative suggestions instead of bitching and moaning?

I'm not locked to the changes we did make, but there was a lot of bitching and moaning at the time about how combat was broken fix pl0x, blablabla.

Suggest something better instead of crying about it.

I think there was already a thread for that a while ago, running and combat or something was the name by Naowhut.

At the moment combat is very stat based. If I have 100 ua on you and agility you either run, or you attempt to land a movement hit. The downside to movement now is that even if you land the hit, you'll need to get attack bar back in order to achieve the same hit again, and by then they've already gotten their defense back/IP/Advantage etc. Movement combat with lower stats simply is not a realistic possibility atm. If you choose to run, you can literally run until you starve to death. I escaped a 16v5 earlier this world and I didn't even take damage even though I was completely surrounded more than once. You can simply run from anything. A nice solution would be that a movement hit 0's your defense bar regardless of attack bar but does not deal full damage as it had before. If you were to deal even 2% of damage while hitting someone moving you could at least be doing damage in a chase over time.

Also, bring back 0 weight while KO'd please.

Also also, you nerfed swords but not b12s so melee combat with a shield is basically useless aside from a support role in a gank. If you're going to nerf weapons you need to nerf them all or one will be used to death and the others ignored. Personally I feel like nerfing the items only hurts the lower-end players. By lowering the base dmg it just increases the grind needed for that weapon to be effective. High end players can attain that level regardless of the nerf, but it makes casual play much harder to compete.

jorb wrote:(Also, Doge is le top forced meme. Not funny at all.)

Gooby pls
Last edited by jordancoles on Mon Nov 11, 2013 6:51 am, edited 2 times in total.
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Re: W7 combat

Postby jordancoles » Mon Nov 11, 2013 6:43 am

Another thing about the scent = HHP loss thing,

There are currently people with 1000+ hhp so that penalty is not really an issue in a lot of cases. The penalty has been more of a pain than anything for lower statted players across the board, accidentally scroll a cupboard into your inventory and that's an automatic AFK session in your cupboard for the night. I think a better solution to this would be a more effective scent system for haven 2.0. Have claims remember objects that have already been trespassed on by the character, if a character enters a claim for a second time, have their initial trespass scent renew itself to full charge but do not give the extra penalty, etc. I was told the main reason for the update was because of people abusing scents to the point that the server was having issues. By implementing a smarter scent-system you could potentially remove the need for the hhp loss. It doesn't really stop people in raids, all it is currently doing is annoying people who are working around claims in their villages, or who are trying to walk over claims in their area to get to other resources.
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Re: W7 combat

Postby NOOBY93 » Mon Nov 11, 2013 7:31 am

I think that when i hit someone who has 100 def when i have 0 atk moving he should still lose def. That way it's possible to actually beat stronger people stat-wise, 'cause as Jordan said you need to regain atk and since theres no ranged atk move and you cant bloodlust when you're running away, it is imposible. How does he counter it? He uses the new op FLAB move to gain def and since its movement combat and contact is rare the big cooldown does not mattrr to the flab user. So you ca't kill someone if he is chasing you. He is chasing you because he has stats, so yeah. Too stats oriented.
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Re: W7 combat

Postby dafels » Mon Nov 11, 2013 7:37 am

jordancoles wrote:
jorb wrote:How about some creative suggestions instead of bitching and moaning?

Also also, you nerfed swords but not b12s so melee combat with a shield is basically useless aside from a support role in a gank. If you're going to nerf weapons you need to nerf them all or one will be used to death and the others ignored. Personally I feel like nerfing the items only hurts the lower-end players. By lowering the base dmg it just increases the grind needed for that weapon to be effective. High end players can attain that level regardless of the nerf, but it makes casual play much harder to compete.

jorb wrote:(Also, Doge is le top forced meme. Not funny at all.)

Gooby pls


Yep, the soldier sword nerf was unneeded :cry:
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Re: W7 combat

Postby Timothy123 » Mon Nov 11, 2013 7:58 am

jorb wrote:(Also, Doge is le top forced meme. Not funny at all.)


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Re: W7 combat

Postby MrGemini » Mon Nov 11, 2013 9:28 am

SgtCayir wrote:W6 combat

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I need this as screensaver :D

jordancoles wrote:
jorb wrote:How about some creative suggestions instead of bitching and moaning?

I'm not locked to the changes we did make, but there was a lot of bitching and moaning at the time about how combat was broken fix pl0x, blablabla.

Suggest something better instead of crying about it.

Movement combat with lower stats simply is not a realistic possibility atm.


Yeah Jorb gib us the posibillity that Movement skillz are ftw :)
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Re: W7 combat

Postby Amanda44 » Mon Nov 11, 2013 11:29 am

jordancoles wrote:Another thing about the scent = HHP loss thing,

There are currently people with 1000+ hhp so that penalty is not really an issue in a lot of cases. The penalty has been more of a pain than anything for lower statted players across the board,


This is so true, I don't play a raider but I do like to loot abandoned claims, that way i'm not actually hurting anyone, bar myself, and there is still an element of risk/danger/excitement from the scents I leave - I blame lag-gate from last world, it's like an addiction now, lol. I got carried away recently on finding some particularly good stuff and didn't notice i'd lost almost all my hhp! The claim was abandoned! I'm still in recovery!
(Crime doesn't pay Amanda!) :lol:

However, I'm not against the hhp loss, if anything I think it should be greater, it's particularly handy in early game as prevention but then like Jordan says it means nothing later on to established raiding players. Maybe the hhp loss could rise alongside your stats, i.e. higher stats more hhp damage. I realise this won't be popular, lol, but it seems fairer.
Or, adjust hhp loss to the crime committed, the more serious the crime the more hhp damage is dealt, and still make it rise with higher stats.

keep the one hhp loss just for tresspassing, no matter what your stats - sometimes you are left with little choice with some of the massive claims that spring up. As for the villages with seperate claims, idk tbh, when I had ppl over to help me last world I just gave them full permissions, obviously I didn't give them access to the center of the village so it wasn't an issue, but i'm sure there are ways to work around it with communal claims etc.
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Re: W7 combat

Postby Xcom » Mon Nov 11, 2013 3:24 pm

Amanda44 wrote:
jordancoles wrote:Another thing about the scent = HHP loss thing,

There are currently people with 1000+ hhp so that penalty is not really an issue in a lot of cases. The penalty has been more of a pain than anything for lower statted players across the board,


This is so true, I don't play a raider but I do like to loot abandoned claims, that way i'm not actually hurting anyone, bar myself, and there is still an element of risk/danger/excitement from the scents I leave - I blame lag-gate from last world, it's like an addiction now, lol. I got carried away recently on finding some particularly good stuff and didn't notice i'd lost almost all my hhp! The claim was abandoned! I'm still in recovery!
(Crime doesn't pay Amanda!) :lol:

However, I'm not against the hhp loss, if anything I think it should be greater, it's particularly handy in early game as prevention but then like Jordan says it means nothing later on to established raiding players. Maybe the hhp loss could rise alongside your stats, i.e. higher stats more hhp damage. I realise this won't be popular, lol, but it seems fairer.
Or, adjust hhp loss to the crime committed, the more serious the crime the more hhp damage is dealt, and still make it rise with higher stats.

keep the one hhp loss just for tresspassing, no matter what your stats - sometimes you are left with little choice with some of the massive claims that spring up. As for the villages with seperate claims, idk tbh, when I had ppl over to help me last world I just gave them full permissions, obviously I didn't give them access to the center of the village so it wasn't an issue, but i'm sure there are ways to work around it with communal claims etc.


I believe the sent for HHP was implemented as a hotfix for the ddos attack AD did W6 end. The one that lead to a base nuke. If there was any other solution for the fix the whole HHP loss would be replaced by the new system. But a disturbing thing is how easy it is to create junk alts who can do criminal acts in less then 24h. A char with criminal activitys should honestly be painful to lose. Rasing the LP for criminal acts should be something hefty to thing and not just 100k for all of them (vandal, theft and trespass). But I fear I derailing the thread here so gonna dock back out again.
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