Running Away in Combat

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naosnule
Posts: 394
Joined: Fri May 24, 2013 6:18 pm

Re: Running Away in Combat

Post by naosnule »

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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Jojjkano
Posts: 417
Joined: Tue Apr 10, 2012 8:23 pm

Re: Running Away in Combat

Post by Jojjkano »

Lets make it instant porting to hf aswell
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jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Running Away in Combat

Post by jordancoles »

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.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
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naosnule
Posts: 394
Joined: Fri May 24, 2013 6:18 pm

Re: Running Away in Combat

Post by naosnule »

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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0909red
Posts: 216
Joined: Tue Mar 15, 2011 1:40 pm

Re: Running Away in Combat

Post by 0909red »

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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toshirohayate
Posts: 427
Joined: Sun Jun 27, 2010 3:20 am
Location: USA

Re: Running Away in Combat

Post by toshirohayate »

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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jordancoles
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Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Running Away in Combat

Post by jordancoles »

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 ;-;
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
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0909red
Posts: 216
Joined: Tue Mar 15, 2011 1:40 pm

Re: Running Away in Combat

Post by 0909red »

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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Jojjkano
Posts: 417
Joined: Tue Apr 10, 2012 8:23 pm

Re: Running Away in Combat

Post by Jojjkano »

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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Ninijutsu
Posts: 2228
Joined: Sat May 22, 2010 4:22 am

Re: Running Away in Combat

Post by Ninijutsu »

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.
Of another era.

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