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.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.
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naosnule
- Posts: 394
- Joined: Fri May 24, 2013 6:18 pm
Re: Running Away in Combat
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Jojjkano
- Posts: 417
- Joined: Tue Apr 10, 2012 8:23 pm
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Running Away in Combat
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.bitza wrote:Secondly - choosing "drink" from a container stops running, and of course choosing to move stops drinking, as it does now.
Check out my pro-tips threadDuhhrail 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.

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naosnule
- Posts: 394
- Joined: Fri May 24, 2013 6:18 pm
Re: Running Away in Combat
You are right, we would need to increase the time for porting to hf as well.Jojjkano wrote:Lets make it instant porting to hf aswell
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0909red
- Posts: 216
- Joined: Tue Mar 15, 2011 1:40 pm
Re: Running Away in Combat
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
I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.naosnule wrote: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.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.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Running Away in Combat
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 ;-;toshirohayate wrote:I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.naosnule wrote: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.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.
Check out my pro-tips threadDuhhrail 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.

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0909red
- Posts: 216
- Joined: Tue Mar 15, 2011 1:40 pm
Re: Running Away in Combat
So whats the entire point of call down the thunder since its main feature is to be able to use it at a distance?toshirohayate wrote:I actually like this idea. I always seen it as silly to be able to off-screen aggro as a melee character.naosnule wrote: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.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.
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Jojjkano
- Posts: 417
- Joined: Tue Apr 10, 2012 8:23 pm
Re: Running Away in Combat
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
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.
