Running Away in Combat

General discussion and socializing.

Re: Running Away in Combat

Postby naosnule » Tue Jun 25, 2013 7:02 pm

Jojjkano wrote:Fuck all these scrubs making suggestions, buff sting so it insta kos you in movement, fixes everything.
If u get sliced from behind while running from a fight it should be gameover.


Sure, but only if you remove all instant auto-aggroing from distance. Only bow/sling should be able to aggro from distance and only if they hit.
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Re: Running Away in Combat

Postby Jojjkano » Tue Jun 25, 2013 7:07 pm

Lets make it instant porting to hf aswell
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Re: Running Away in Combat

Postby jordancoles » Tue Jun 25, 2013 7:07 pm

bitza wrote:
Secondly - choosing "drink" from a container stops running, and of course choosing to move stops drinking, as it does now.

Fairly bad idea. High q water drinks very fast so the person chasing can just drink to full at a fraction of the speed that the person running does and the runner is at a very clear disadvantage if they are unprepared.
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Re: Running Away in Combat

Postby naosnule » Tue Jun 25, 2013 7:09 pm

Jojjkano wrote:Lets make it instant porting to hf aswell


You are right, we would need to increase the time for porting to hf as well.
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Re: Running Away in Combat

Postby 0909red » Tue Jun 25, 2013 7:09 pm

Nah lets just make it so however far you aggro from you take the tiles in hhp damage x 10 and if you don't have enough hp you instantly get KO'ed, this game is way to hard and I want to be able to tend to my crops solo m8 farmville 2013.
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Re: Running Away in Combat

Postby toshirohayate » Tue Jun 25, 2013 7:12 pm

naosnule wrote:
Jojjkano wrote:Fuck all these scrubs making suggestions, buff sting so it insta kos you in movement, fixes everything.
If u get sliced from behind while running from a fight it should be gameover.


Sure, but only if you remove all instant auto-aggroing from distance. Only bow/sling should be able to aggro from distance and only if they hit.


I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.
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Re: Running Away in Combat

Postby jordancoles » Tue Jun 25, 2013 7:13 pm

toshirohayate wrote:
naosnule wrote:
Jojjkano wrote:Fuck all these scrubs making suggestions, buff sting so it insta kos you in movement, fixes everything.
If u get sliced from behind while running from a fight it should be gameover.


Sure, but only if you remove all instant auto-aggroing from distance. Only bow/sling should be able to aggro from distance and only if they hit.


I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.

Agroing only if you hit is also flawed. I can simply aim at you in your base, run 1 tile off screen and keep taking shots with my rbow until I actually hit and you wouldn't even be aware of it until you were hit. THINK PEOPLE ;-;
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Re: Running Away in Combat

Postby 0909red » Tue Jun 25, 2013 7:14 pm

toshirohayate wrote:
naosnule wrote:
Jojjkano wrote:Fuck all these scrubs making suggestions, buff sting so it insta kos you in movement, fixes everything.
If u get sliced from behind while running from a fight it should be gameover.


Sure, but only if you remove all instant auto-aggroing from distance. Only bow/sling should be able to aggro from distance and only if they hit.


I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.

So whats the entire point of call down the thunder since its main feature is to be able to use it at a distance?
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Re: Running Away in Combat

Postby Jojjkano » Tue Jun 25, 2013 7:18 pm

Theres nothing wrong with running away, the problem is its far too hard to kill someone, even if they were standing still it would take 10 punches to KO.
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Re: Running Away in Combat

Postby Ninijutsu » Tue Jun 25, 2013 7:19 pm

The whole idea of being able to whisk yourself away when somebody is trying to run up to you and kill you is silly. There's nothing wrong with aggroing from range with melee.
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