I've seen a post or two about ants/alts being used to break the system via maneuvers. I had a thought about them that might help? It was mentioned in another post but it was on page three of a thread I doubt anyone cares about now so I figured I'd re-post it here for people to look at if they could be bothered. The basic idea was to look for a work around that hampers alt abuse but doesn't require combat to be calculated against each opponent individually.
-Combat maneuvers only effect the current char you're targeting. All others fighting you will have the same effect as if you were dodging them. Perhaps consider allowing it to use the block maneuver against all if block is the chosen maneuver against the opponent 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. It's also easy to explain/understand.
-Defense bar is unaffected by target switching.
I believe there's plenty of "rational" explanations for my idea, but more to the point I think this would prevent or at least severely hamper the noob alt abuse. The no maneuvers prevents the noob alt from jumping at you to give you attack/defense, 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 against their current opponent. They could still flex then slide at an alt, but all this does is repair defense, it still doesn't give them offense. And they would need to rebuild their IP before doing so since death/glory can't be used to generate IP at the alt without targeting them first.
I don't see this as a perfect fix, but I think it would unbreak the system a fair bit.
-
Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
A thought on Maneuvers
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
-
Niacide
- Posts: 38
- Joined: Sun Jun 06, 2010 10:31 pm
Re: A thought on Maneuvers
+1
Perhaps rather than making people use dodge/block against all other opponents, you have 2 maneuvers, Primary and Secondary ones
Primary maneuvers are the better ones like oak stance, combat meditation, and blood lust.
Secondary maneuvers are the weaker ones like death or glory, dodge, and block
Overall I think the entire combat system need to be reworked.
as long as it keeps the same feel, i am happy with any system
Perhaps rather than making people use dodge/block against all other opponents, you have 2 maneuvers, Primary and Secondary ones
Primary maneuvers are the better ones like oak stance, combat meditation, and blood lust.
Secondary maneuvers are the weaker ones like death or glory, dodge, and block
Overall I think the entire combat system need to be reworked.
as long as it keeps the same feel, i am happy with any system
-
GalacticCow
- Posts: 59
- Joined: Tue Aug 24, 2010 3:04 pm
Re: A thought on Maneuvers
+1, the combat system is flawed and this would help fix it
Did you know that if you stare at the sun just as it sets, you see a green flash...
...and feel a sharp blow to the head, and hear the faint humming of me driving away in your new Tesla Roadster?
...and feel a sharp blow to the head, and hear the faint humming of me driving away in your new Tesla Roadster?
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: A thought on Maneuvers
Not only has there been another thread a few days ago on this topic already, also as Kaios said this has been adressed with the latest update.