RiverPhoenix wrote:*a truly terrible self-absorbed post*
The longer I take to read shit like this from the old guard the less surprised I am that the strongest and most influential among them literally,
literally enjoyed wallowing in his own feces.
Moving on:
Krantarin your idea that 10 people who've played 2 weeks should be easily dispatched by someone who has played "a long time" is bad. First of all considering this game has only been around for a few months I'm not even sure what "a long time" means. A month longer? Stick to numerics.
Secondly,
nobody should realistically be able to take on ten people easily when those ten people are armed and know, to some degree, how to fight. That's a horizon of verisimilitude too far.
Potjeh's suggestion of y/(y+e) = chance to hit, where y is the attackers skill and e is the defender's skill, would be lightyears better than the current system.
If you had that as the foundation and combined it with:
1. A penalty to combat ability from stamina drain (say 20% worse with full exhaustion, so a 100 melee fighter would operate as if he were an 80)
2. A combat maneuver that allowed to be on *full* defense, with no attacking at all but able to defend against a much more skilled opponent.
3. A "kamikaze" counter (be it a maneuver/instance attack/or combat move) to the full defense maneuver that could overcome it, but leave you very vulnerable to multiple opponents.
4. No tea or food during combat.
Then we'd have what I'd see as a pretty good system.