How were you expecting movement hits to work this world? Just curious; I'm not sure we ever wrote about the exact change, but obviously, we said that we had changed it, so what was the impression that you'd gotten?
Most people assumed there was a flat x.25 multiplier on top of your defense maneuver. Noone realized there was a hidden movement maneuver based on x.25 of your UA triggering when you move.
@Ozzy - Debatable if combat is broken, being able to run away cause your lucky or did a good job running isn't broken.
How were you expecting movement hits to work this world? Just curious; I'm not sure we ever wrote about the exact change, but obviously, we said that we had changed it, so what was the impression that you'd gotten?
Most people assumed there was a flat x.25 multiplier on top of your defense maneuver. Noone realized there was a hidden movement maneuver based on x.25 of your UA triggering when you move.
Debatable if combat is broken, being able to run away cause your lucky or did a good job running isn't broken.
a good pathfinder+8 buckets in inventory = run forever , alts fixes the issue. If it was back to w6 combat, then there would be totally no need for alts.
Well, rest assured that in the new combat system, the base of that bullshit has been fixed by allowing combat moves to activate whenever the attacker is within a certain range, rather than "at the point where he stops", so it's very possible to hit people normally while pursuing.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
How were you expecting movement hits to work this world? Just curious; I'm not sure we ever wrote about the exact change, but obviously, we said that we had changed it, so what was the impression that you'd gotten?
I'm pretty sure everyone, if not most assumed it would .25 the def weight of whatever stance you were in while getting hit moving.
loftar wrote:Well, this is certainly not a "bug", as it was the change we made to movement hits for world 7. However, it is not exactly "like dodge", since it only uses 1/4 of your Unarmed.
I worded that wrong but ya i meant that it used 1/4th of ur UA regardless of maneuver (was thinking 1/4th of ur weight with dodge on and worded it weirdly). It's obviously irrelevant now but it kind of put the nail in the coffin for ever going straight out melee combat. And ya, i was kind of surprised that bloodlust didn't affect it when we played around with it at the start of the world.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
loftar wrote:What does "summon alt spawning" mean? Is it that thing where you summon hearthless alts to kill them and make enemies stick on them? In that case, I reckon it should really go without saying that it's not an intended mechanic.
It's a fix that prevents enemy from running away forever, even tho I reported it just after I discovered its combat usage I still think thats its pretty good feature that lets you to catch up to an enemy. Loftar, imagine that youre chasing a guy on boat, then he leaves the boat and ruuuns for like 30 minutes straight to another river system and jumps in his friends boat, alt spawning is for now the only way to catch up to that kind of enemy.
M8s never alt summoned, how did we get any kills!?!?!?!? Magic I guess.
Ninijutsu wrote:
M8s never alt summoned, how did we get any kills!?!?!?!? Magic I guess.
well, your autism has no boundaries, only like 1 out of 5 kills is done thanks to alts for us. You're implying that we are saying that it's impossible to get kills without alts, noone has ever said that.