Im not saying drinking while moving was a perfect system but just getting rid of it without giving us some alternative way to disengage is not the way to go either.Sevenless wrote:Ok so, drinking while moving was a retarded mechanic. It lead to chases that spanned hours and literally killed some characters due to starvation. There's no way that was "intelligent" combatOstara wrote:I agree that numbers should count for something but with the removal of drinking while moving and the deltas being what they are, i feel like the combat has just been dumbed down alot. There needs to be a way where you can stand a chance against numbers aswell, since you cant really disengage anymore
I won't disagree with your other points though. But if some fleeing mechanic is implemented it needs to be a sensible mechanic.
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Ostara
- Posts: 83
- Joined: Thu Aug 05, 2010 12:16 pm
Re: The Dark Ages of PvP are upon us
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banok
- Posts: 696
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- Location: Homeless by choice
Re: The Dark Ages of PvP are upon us
They should probably implement taming horses, then balance pvp around horseback being a standard thing. otherwise if they come later could ruin balance. same with MC moves I guess.
I suggest an attack which damage depends on the speed your horse runs at them, but certain defense maneuvors cannot be used on horse. making horsemen best at hit and run, chasing people down, but weaker in a straight up exchange of blows - mirroring history.
I suggest an attack which damage depends on the speed your horse runs at them, but certain defense maneuvors cannot be used on horse. making horsemen best at hit and run, chasing people down, but weaker in a straight up exchange of blows - mirroring history.
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Sever
- Posts: 723
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Re: The Dark Ages of PvP are upon us
If horses were a reliable mechanic, and you could run all over the place and beat the shit out of every person on foot, what kind of spree do you think they'd go on? I'll give you a hint, it starts with M and rhymes with herder.banok wrote:They should probably implement taming horses, then balance pvp around horseback being a standard thing. otherwise if they come later could ruin balance. same with MC moves I guess.
I suggest an attack which damage depends on the speed your horse runs at them, but certain defense maneuvors cannot be used on horse. making horsemen best at hit and run, chasing people down, but weaker in a straight up exchange of blows - mirroring history.
Come back two hours earlier.
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g1real
- Posts: 881
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- Location: You are now breathing manually.
Re: The Dark Ages of PvP are upon us
If horses were a reliable mechanic everyone would have one.Sever wrote:If horses were a reliable mechanic, and you could run all over the place and beat the shit out of every person on foot, what kind of spree do you think they'd go on? I'll give you a hint, it starts with M and rhymes with herder.banok wrote:They should probably implement taming horses, then balance pvp around horseback being a standard thing. otherwise if they come later could ruin balance. same with MC moves I guess.
I suggest an attack which damage depends on the speed your horse runs at them, but certain defense maneuvors cannot be used on horse. making horsemen best at hit and run, chasing people down, but weaker in a straight up exchange of blows - mirroring history.
Normal combat shouldn't be possible from a horse though, and they need to fix that first. You can't fucking punch someone a meter and a half below you from a horse reliably. You can swing your sword at him, but the vector is rather predictable I would say. But what do I know?
loftar: The inner chaos of the Jorbian mind is hard to conceal. 
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence?
jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence?
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: The Dark Ages of PvP are upon us
If you just read what people post, then nobody ever admitted it, but it's true that at least half of characters engaged in active PvP were "main" characters.burgingham wrote:People never risked their mains with the old system either at least not according to all you people's threads in the past...
Of another era.
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Garfy
- Posts: 310
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Re: The Dark Ages of PvP are upon us
Power in numbers. It's the reason armies are made up of tons of people instead of 5 herculean dudes.
The numbers might need balancing a little bit, but I see no issue with one stronger dude being gangbanged by several weaker dudes.
The numbers might need balancing a little bit, but I see no issue with one stronger dude being gangbanged by several weaker dudes.
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: The Dark Ages of PvP are upon us
Think about the viability of such an idea from a gameplay perspective. You spend two months or more, playing all day every day, building a strong character, and three retards with day-old fresh spawned hearthlings spam punch and chop on you until you die. Does that sound like engaging and balanced gameplay?Garfy wrote:Power in numbers. It's the reason armies are made up of tons of people instead of 5 herculean dudes.
The numbers might need balancing a little bit, but I see no issue with one stronger dude being gangbanged by several weaker dudes.
Of another era.
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Shiala
- Posts: 100
- Joined: Mon Sep 09, 2013 5:27 pm
Re: The Dark Ages of PvP are upon us
A group of lower stat people should be able to gang up and take out a higher stat person. How else are people supposed to overthrow the local douche bag?
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banok
- Posts: 696
- Joined: Tue Jan 26, 2010 3:59 am
- Location: Homeless by choice
Re: The Dark Ages of PvP are upon us
FFA pvp has and always will be about numbers, and FFA pvp with item/character loss is always going to be even more so.
In darkfall its was a pretty amazing part of the game that we would set up ambushes. We would send 3 baiters into a city to fight, enemy would send 7 to win easily by numbers, but our 3 guys would pull out and run to where then we have 7 more guys hiding behind trees. Then we win 10 vs 7 and get free loot, or 7 vs 7 and get a fair fight. But obviously smart players do not fall for obvious baiting.
How to put an interesting scouting/ambushing stuff in an top down game with a awfullly short view distance, and player radars, seems impossible. I guess you need to make it so that stats in some way improve an characters ability to flee from fights.
High cons*agility should give a decent enough amount of passive stamina regen, or a bigger amount of stamina, so that you can outrun a large group of fresh alts with swords. This would also be a nice nerf to doing all stamina draining activities on alts like every currently does (ie the piles of starved alt bodies to build walls).
TDLR: high level char should not be able to kill group of lower levels, but should be able to avoid engagement (but not run away mid fight) - should have better stamina.
PS: just pls dont make it like salem where guy with twice stats runs twice as far, that was fucken stoopid.
In darkfall its was a pretty amazing part of the game that we would set up ambushes. We would send 3 baiters into a city to fight, enemy would send 7 to win easily by numbers, but our 3 guys would pull out and run to where then we have 7 more guys hiding behind trees. Then we win 10 vs 7 and get free loot, or 7 vs 7 and get a fair fight. But obviously smart players do not fall for obvious baiting.
How to put an interesting scouting/ambushing stuff in an top down game with a awfullly short view distance, and player radars, seems impossible. I guess you need to make it so that stats in some way improve an characters ability to flee from fights.
High cons*agility should give a decent enough amount of passive stamina regen, or a bigger amount of stamina, so that you can outrun a large group of fresh alts with swords. This would also be a nice nerf to doing all stamina draining activities on alts like every currently does (ie the piles of starved alt bodies to build walls).
TDLR: high level char should not be able to kill group of lower levels, but should be able to avoid engagement (but not run away mid fight) - should have better stamina.
PS: just pls dont make it like salem where guy with twice stats runs twice as far, that was fucken stoopid.
Last edited by banok on Sun Sep 27, 2015 7:56 pm, edited 2 times in total.
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Clemence
- Posts: 447
- Joined: Sat Mar 19, 2011 5:26 am
Re: The Dark Ages of PvP are upon us
A band of week fighters can kill a strong fighter ? Just make a band of strong fighters then.