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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Bloodlust & Oak Stance etc needs fixing or removing
Maybe they should just make the defence and offence gain flat, ie remove the delta from the formula.
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novaalpha
- Posts: 1490
- Joined: Sun Dec 26, 2010 11:42 pm
- Location: Sparta
Re: Bloodlust & Oak Stance etc needs fixing or removing
Bloodlust and stance delta could be calculated based on own shp/maxhp and give 0% at delta=1 and 20% at delta<=0.25.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Bloodlust & Oak Stance etc needs fixing or removing
Well, I dunno about putting hp into combat formulas, that's kinda unorthodox. But capping ends of the delta (a la agi cooldown bonus) is certainly a good idea too.
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Shadowstar009
- Posts: 45
- Joined: Tue Jun 08, 2010 10:42 am
Re: Bloodlust & Oak Stance etc needs fixing or removing
The problem with this solution is that you still gain an advantage versus other opponents by having ants or noob alts or whatever using moves on you while fighting your real enemies.Potjeh wrote:Maybe they should just make the defence and offence gain flat, ie remove the delta from the formula.
How about this - Attack and Defense bars are tracked for each individual combat like initiative points, EXCEPT that defense loss from incoming attacks/moves is applied across all combats. This way, it's impossible to gain an advantage over an equally skilled opponent by having ants or unskilled fighters attacking you at the same time, but it's still possible for multiple less skilled fighters to take on a stronger opponent by combining their attacks.
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Bloodlust & Oak Stance etc needs fixing or removing
The problem with this solution is that you still gain an advantage versus other opponents by having ants or noob alts or whatever using moves on you while fighting your real enemies.Shadowstar009 wrote:Potjeh wrote:Maybe they should just make the defence and offence gain flat, ie remove the delta from the formula.
quote]
you cant fix everything. once you make the gain flat, this problem will go away. the issue is not nessessarily 1 person controling 2 characters, 1 being a noob he uses to jump himself. the true issue is that when you have 2 real people, that 1 will choose to use a 1 UA noob because it actually helps his buddy out more than his crappy character....
so the solution needs to make characters with shitty combat stats, better than 1 UA noobs. a flat gain will do this.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Bloodlust & Oak Stance etc needs fixing or removing
You know... I've been looking over all of this and I had an odd idea.
Combat manoevers only effect the current char you're targetting. All others fighting you will have the same effect as if you were dodging them. Perhaps consider allowing it to use the block manoever against all if block is the chosen manoever against the oponent so as to not screw melee fighters.
First combat engage gives 100% attack bar, switching active target after you've entered combat mode reduces the attack bar. I'm not sure what would be fair, but halving your current attack meter might work? This gives the impression of "multiple combats" going without needing to actually program individual combats for each opponent.
I believe there's plenty of "rational" explanations for my reasons, but more to the point I think this would prevent or at least severely hamper the noob alt abuse. The 100% guarenteed stop would be if the combat meter hit 0% every time you switched targets, but I think that's overkill personally. The no manoevers prevents the noob alt from jumping at you to give you attack/defence, and the switch penalty prevents or at least hurts the flex at an alt and then punch someone else concept. The worst they could do would be to switch to slide against the alt, but at least they're not getting attack meter out of it.
I don't see this as a perfect fix, but I think it would unbreak the system a fair bit.
Combat manoevers only effect the current char you're targetting. All others fighting you will have the same effect as if you were dodging them. Perhaps consider allowing it to use the block manoever against all if block is the chosen manoever against the oponent so as to not screw melee fighters.
First combat engage gives 100% attack bar, switching active target after you've entered combat mode reduces the attack bar. I'm not sure what would be fair, but halving your current attack meter might work? This gives the impression of "multiple combats" going without needing to actually program individual combats for each opponent.
I believe there's plenty of "rational" explanations for my reasons, but more to the point I think this would prevent or at least severely hamper the noob alt abuse. The 100% guarenteed stop would be if the combat meter hit 0% every time you switched targets, but I think that's overkill personally. The no manoevers prevents the noob alt from jumping at you to give you attack/defence, and the switch penalty prevents or at least hurts the flex at an alt and then punch someone else concept. The worst they could do would be to switch to slide against the alt, but at least they're not getting attack meter out of it.
I don't see this as a perfect fix, but I think it would unbreak the system a fair bit.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system