Running Away in Combat

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Running Away in Combat

Postby NaoWhut » Mon Jun 24, 2013 7:52 am

Is it just me... or is it way to easy to just
run away from a fight?

I've dc'ed in fights a lot... it used to be
dangerous, but now it's not really scary to
me because i know even if i get my defense
broken they have to damage me for more
than 200 SHP

the typical 0 defence punch does 30 damage
a stab does 0 damage...

I DC mid chase, turn around and run through
them towards my boat... even if they hit me
a few times while i'm moving it wont have me
anywhere near dead...

(Earlier today i was chased by 4 people and
took only ~8 SHP damage when i DC'ed and
they all ran past / surrounded me... high
statted people presumably)

I've also been constantly hearing tales about
people running away successfully... and they
don't surprise me at all. You could run right
through Ainran and they wouldn't be able to
KO you if you had armor on (Some Mirror
Lake guy actually did that)

Seems weird to never really be at a risk of
dying this world at the hands of PvP... even
with my connection where i always DC in the
middle of combat
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Re: Running Away in Combat

Postby Ninijutsu » Mon Jun 24, 2013 7:58 am

Movement hit nerf and punch CD nerf made it a lot harder. It's always been kind of hard to chase people I think (in comparison to fleeing). I dunno how it could be balanced, people were suggesting some sort of snare or stamina sap in irc but that feels op...
Of another era.
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Re: Running Away in Combat

Postby Arcanist » Mon Jun 24, 2013 8:02 am

I think it's more likely that strength hasn't caught up with amour

In spars, me and my village mates usually hit for about 300-400, and my current amour class is 271 iirc, so that's from 30 to 130 damage.

Remember that this is with a q10 ss and ~60 str (no bear cape in spars)

Strength will go up faster than amour q, and sword q will raise with amour q, so we're really only waiting on the Strength

Also who was this Mirror lake guy q.q
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Re: Running Away in Combat

Postby jordancoles » Mon Jun 24, 2013 8:04 am

It doesn't help in early world when cooldowns are total shit as well

No movement really made combat a numbers game above all else. I can stab foxes and they run away.. just different lol

2 60 UA characters cannot take down a 200 UA character if they simply were to stand still lol
The 200 character can simply tank them both and pick them off one by one

Sort of lame imo :/
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Re: Running Away in Combat

Postby NaoWhut » Mon Jun 24, 2013 8:13 am

Better nerf Movement Combat and Swords

also, i have ~500 armor class, even with a
ql 30 Soldier's Sword you'd not hit me for
much at all... and that's with outdated gear,
it's probably easy to have about 700 armor
class by now... now try stabbing through a
guy's defence... since even a moving stab
has to go through defence

TL;DR, if you wanna kill someone that's not
standing still you have to put your points
into Melee Combat and have 140+ strength
and ql 30+ SS
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Re: Running Away in Combat

Postby bmjclark » Mon Jun 24, 2013 9:28 am

Ninijutsu wrote:Movement hit nerf and punch CD nerf made it a lot harder. It's always been kind of hard to chase people I think (in comparison to fleeing). I dunno how it could be balanced, people were suggesting some sort of snare or stamina sap in irc but that feels op...


OP compared to getting 1 shotted last world? ;). This is really a symptom of half fixing a problem. Nerfed moving hits, but didn't compensate for it in some other way.
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Re: Running Away in Combat

Postby MOldAr » Mon Jun 24, 2013 10:22 am

they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt
and btw why exactly were swords nerfed? :?
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Re: Running Away in Combat

Postby Flame » Mon Jun 24, 2013 11:54 am

Mmh... so u say that is way more easy to run from a fight without loose almost no hp. To me, this is a gain, 'cuz i ALWAYS run from a fight.
But for two fighters, is almost nonsense. This fix miss something.

Let me think a little. I whould suggest something that whould allow me to have a chance to run, but also that allow other to kill grievers without the need to call 59 player vs 1 well armored.
I don't know the battle system enough. I know few techs just to punch a deer or a fox, that's all. What i'm going to say is what probably already is.

maibe we can use better the 2 kind of defenses. (Blue defense and armor defense)
The "battle defense" is the blue bar and means you'r ability in move-fight-avoid. Just like now, it can be lowered during the fight.
YOU CAN MOVE if you keep looking at your target (example - ctrl movement). In that case your battle defense will not be lowered. You're just moving around in the fight.

But if you don't move with ctrl movement, then you're Not facing your enemy (you're running away) and then you'r battle defence don't work cuz you're ignoring him. Only you'r armor defense works. Also if running, a metal man is a metal man and hurt him with a punch is quite hard and no str or stats should allow to a punch to harm seriously an armored man.

What if i use swords or arrows?
If i use swords on a running man, the armor value is halfed. You can hit weak points of an armor if you'r enemy don't avoid this, so the sword is more efficace also when it is crap q.
And what happens with arrows?
Arrows are STRONG against a man that run. Is way more hard to aim, but the warrior can't defende-avoid-use shield, so the arrows put the armor value to 1/3. If you're smart and you see that you'r enemies aren't following you (means they'r aiming), it's better if you run a little and face them again, to avoid a ugly dead on the back.
Plus i whould add to the shields a real value. An armor should not defende you from arrows so easily. Wear a shield can nullify arrows damage. Armor can't nullify arrows damage (but surely, if you're facing them and you have an average armor, the damage will be low. But not 0. NEVER 0)


This way, a punch is not so efficace against a well armored man if you can't punch him in the face (so when he's running).
A sword is efficace in any timing.
Arrows are more efficace from the back, cuz the shield is a serious obstacle (and not the armor all alone)

Mah. This is what i was able to think, not knowing the battle system. Throwed a bunch of ideas hoping aren't useless, but anyway i'm not a fighter and i'll not fight.
I'll always run. XD
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Re: Running Away in Combat

Postby Sevenless » Mon Jun 24, 2013 12:16 pm

The thing is quality eventually tapers out, while the strength of characters can continue to spiral when cheesing and etc start ramping up.

It's also worth noting that combat has two flavours. There are lots of carebears in this game, and making it impossible to run makes the game much less enjoyable for that portion of the population.

Not sure how much it matters though considering anyone prepped for combat will have far more quality water onboard.
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Re: Running Away in Combat

Postby dagrimreefah » Mon Jun 24, 2013 12:48 pm

MOldAr wrote:they should fix movement hits so u will be always hitting like u had 100% attack even if u didnt

This, PLEASE.
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