VDZ wrote:RedRabbit wrote:ramones wrote:Its probably stamina that needs fix ahead of any terrain changes, and there wouldn't be so much infinite running.
That's been the main idea for a while... but how do you
limit one's ability to run without butchering one's mobility
in general? not just restrict them from fleeing endlessly.
How about just not allowing people to recover their stamina while moving? It makes no sense that you can run endlessly just because you're carrying several buckets of water. If you can only recover your stamina by standing still and drinking (plus of course the other, slower methods), it would prevent endless chases while still allowing you to recover your stamina quickly when needed - you just can't do it while running away from something and it leaves you defenseless for a short moment.
Kathdys wrote:Huh, the formatting looks fine on my screen, and it's perfectly legible. Maybe it's a matter of display settings.. Also, making an exponentially more annoying and infinitely less insightful post in response doesn't seem to be the best counter. Or any counter.
Back to the subject... I, uh, didn't realize that micromanaging buckets and waterskins was part of endurance running. Yeah, that's a problem. Drinking while running isn't just absurd, it also has a really bizzare metagame, and makes clicking on waterskins more important during a long chase than managing pace and avoiding hazards.
If you've ever been in a chase that involves very slow speeds
(Running through a thicket or large swamp) you may feel that
these styles of chases are beyond frustrating. As soon as one
person gets to the water where he likely has at least one boat...
even if there's an open boat that you could get in and chase
with... that guy is long gone and you just feel like smashing
things. (or at least all i've met have felt this way)
while it may seem weird to allow people to regen so much of
their stamina while running away, if you were to take this away
from people it would be a global effect on all situations. though.
If there were any way to implement this i believe it would be
through a ranged skill similar to the other shouts we have seen.
Perhaps a shout skill like "Coward" or something that slows or
reduces the effect of stamina regen on the enemy character for
an amount of time... or perhaps if gaining advantage were to
make your opponent's stamina regen less effective.
There's ways i could see limiting your stamina regen as possible,
but if you were to just go across the board and wipe the ability
to regen while moving or something like that... you just get a
very clunky feeling. Like those shitty Korean MMOs where you
can't move while attacking, can't attack while jumping, cant' do
anything and everything is just a locked in kinda thing. Haven's
always felt more free to me, and i like that personally =o
In my opinion if you were to approach the stamina regen side,
it would be better to go through some sort of method similar to
one of these
RedRabbit wrote: limit the amount of water that can be
carried in some manner more reasonable. Perhaps if
drinking water needed to be treated in order to be kept,
and that in turn can only be kept in certain containers?
If you could only take one or two, or only have as many
as some form of equip slot?
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Perhaps a shout skill like "Coward" or something that slows or
reduces the effect of stamina regen on the enemy character for
an amount of time... or perhaps if gaining advantage were to
make your opponent's stamina regen less effective.
rather than an across the board nerf to player mobility.
Bitza also makes a good point about just cutting the quality
effect out, but it would mean all warriors walk around with
Wonderful WIlderness Wursts and however many buckets of
water. Also it would be a pain to farmers as they would eat
more food than they create (possibly, not certain). I think it's
best to avoid anything that limits characters globally rather
than just in a player on player confrontation.
Nao Whut did I do with my password...