W7 combat

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Re: W7 combat

Postby Robben_DuMarsch » Thu Nov 14, 2013 8:44 pm

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.

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


I wish there was Space Station 13 style combat. ¦]
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Re: W7 combat

Postby jordancoles » Thu Nov 14, 2013 9:56 pm

WaffleEggnog wrote:
Jojjkano wrote:
Jojjkano wrote:Edit: An easy fix would be to lower the def weight to less than 25%, maybe something like 5% would be more suitable.


Any thoughts?

I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.

You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.
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Re: W7 combat

Postby WaffleEggnog » Thu Nov 14, 2013 10:18 pm

jordancoles wrote:
WaffleEggnog wrote:I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.

You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.

I just said I was throwing the idea out there, not saying it was good.
And I didn't think of it being tripping or the like, I meant maybe having water and stamina two different things, so you could still run, just less, and maybe fight more.
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Re: W7 combat

Postby jordancoles » Thu Nov 14, 2013 10:45 pm

WaffleEggnog wrote:
jordancoles wrote:
WaffleEggnog wrote:I really like this idea. It would make the game way more balanced on skill more than stats. Also, get rid of the mechanic that make movment hits do only 50% defence bar and screw around with the attack weights as well to lower the weight on stats.

Another thing that I'm just going to throw out there is; Why not make running harder? Like, at the momment, someone who is good at running can run from a single guy for hours as long as he avoids getting hit and drinks HQ water until teh ganksquad arrives. This, I feel, isn't in the spirit of the game. People should not be able to sprint in grasslands for hours while chugging water until death arrives. Fighting back should be a more viable option, rather than outrunning your opponent as soon as they come on screen and aggro. This combined with my other statment would work well together, I feel. I'm not sure how you would pull this off, but thats why I'm posting on a forum.

Also buff swords like gezz omg these guys like geez oh lord.

You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.

I just said I was throwing the idea out there, not saying it was good.
And I didn't think of it being tripping or the like, I meant maybe having water and stamina two different things, so you could still run, just less, and maybe fight more.

If running and stamina are seperate things, everyone would just run out of stam around the same time and you're now still running, only at slower speeds.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: W7 combat

Postby kret1337 » Thu Nov 14, 2013 11:02 pm

jordancoles wrote:If running and stamina are seperate things, everyone would just run out of stam around the same time and you're now still running, only at slower speeds.


make const affect stam drain like swimming so at least increasing this stat doesnt become useless past 700
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Re: W7 combat

Postby NOOBY93 » Thu Nov 14, 2013 11:33 pm

kret1337 wrote:
jordancoles wrote:If running and stamina are seperate things, everyone would just run out of stam around the same time and you're now still running, only at slower speeds.


make const affect stam drain like swimming so at least increasing this stat doesnt become useless past 700

Why? Sounds like even more grinding, botting to be done to make OP chars that can run endlessly without water, rendering lots of inventory useless and making a Tsack in combat useless
This way more ppl would use b12s
We don't need more b12s
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Re: W7 combat

Postby Ninijutsu » Thu Nov 14, 2013 11:36 pm

Combat as it was in world 6 is the most perfect it's ever going to get. Sure, 1-shots aren't cool for the person getting hit, but they got hit because they suck. If you suck, you should die to someone who doesn't.
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Re: W7 combat

Postby Xcom » Fri Nov 15, 2013 12:18 am

Ninijutsu wrote:Combat as it was in world 6 is the most perfect it's ever going to get. Sure, 1-shots aren't cool for the person getting hit, but they got hit because they suck. If you suck, you should die to someone who doesn't.


Losing a high end char to a 3 day old char wasn't very balanced either. Skill or not you could always make a unrecoverable mistake.
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Re: W7 combat

Postby Ninijutsu » Fri Nov 15, 2013 12:37 am

Xcom wrote:
Ninijutsu wrote:Combat as it was in world 6 is the most perfect it's ever going to get. Sure, 1-shots aren't cool for the person getting hit, but they got hit because they suck. If you suck, you should die to someone who doesn't.


Losing a high end char to a 3 day old char wasn't very balanced either. Skill or not you could always make a unrecoverable mistake.


It's better than permanent invincibility on every character.
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Re: W7 combat

Postby ydex » Fri Nov 15, 2013 1:07 am

jordancoles wrote:
WaffleEggnog wrote:
Jojjkano wrote:You can't make running harder because snares, traps and roots only fuel the gank style of play. If you're bound or slowed once you're instantly dead regardless of other combat changes. That's not any better.


well this i think is kind of false, if the person ur chasing isnt gonna run away and u have higher stats obv u wont need the gank squad as much.

however i do think running away needs to be a viable option, so snares are kinda dumb :P, and ofc that stats should matter. like some1 said maybe just change the wieghts abit more, say equal stat moving punch always break def whilst standing still movement punch remains the same, and obv lower stats wont break u while u run, for example. tinker a bit n find the perfect balance of that maybe?
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