Maybe one could change the fact that they can break combat instantly if the road is long enough, but other than that I think it adds quite a bit to combat.
As someone before said fighting on your home turf should give you some advantages.
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
-
Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Please stop trail porting during combat
Teleportation during combat is simply bad.
The argument that load screens being an engine limitation and therefore shouldn't be discussed with features is ridiculous.
It's broken. Fix the engine or disable the "feature."
Moreover, what does teleportation in combat contribute? Fuck all nothing.
The argument that load screens being an engine limitation and therefore shouldn't be discussed with features is ridiculous.
It's broken. Fix the engine or disable the "feature."
Moreover, what does teleportation in combat contribute? Fuck all nothing.
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Please stop trail porting during combat
Another question is, the teleporting time takes a nice amount
Why don't you just body block it?
Why don't you just body block it?
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
MightySheep
- Posts: 2530
- Joined: Fri Jul 22, 2011 1:18 pm
Re: Please stop trail porting during combat
Well the uncertainty of it is pretty exciting and the way a single fight can travel across multiple parts of the world is fun. The ability to set up ambushes or to juke people out by losing them on a trail is new and interesting to me.Robben_DuMarsch wrote:What does teleportation in combat contribute?
I think it's fairly obvious that the opinions of people posting here are very biased due to the recent events. Which is silly because the trail porting wasn't even the real issue, you could have simply followed the people you were trying to kill. Instead you opted to be cautious which is fair enough, but don't go blaming the trail ports just because you were scared to use them.
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Please stop trail porting during combat
I never disagreed with that. But one should be able to distinguish. People were arguing teleportation as a mechanic is dumb and used only the loading screen as an argument.Robben_DuMarsch wrote: It's broken. Fix the engine or disable the "feature."
That is not enough for me.
What does it contribute? That was mentioned several times and you are just not addressing it. Home turf advantage, adding a tactical element of retreat, the uncertainty of what is at the end of that road.
Yeah the entire thread seems to be totally biased (especially - but not exclusively - from Brodgar's side.). I would like a more neutral discussion on the topic...MightySheep wrote:I think it's fairly obvious that the opinions of people posting here are very biased due to the recent events.
-
Garfy
- Posts: 310
- Joined: Thu Jul 30, 2009 11:52 am
Re: Please stop trail porting during combat
Not seeing how this is even relevant. You can use any roads you find.burgingham wrote:Home turf advantage
If a raider raids someone who happens to have a road build, and the raiders start losing, they can infact use this road to port away, and then dare people to follow them.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Please stop trail porting during combat
Will consider. Thanks.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Please stop trail porting during combat
This sort of mechanic has been a problem for a while now with the introduction of cliffs we can jump over. If a person running decides to jump over a cliff, the chaser is given the option to either use that time to try to do some damage, but then give them a lead once they get down the cliff, or immediately start jumping the cliff as well and try to pursue. With the way armor and damage scales, it takes quite a few hits to down anyone, so the better option would almost always be for the pursuer to follow down the cliff immediately, and just continue on as normal. This can allow a runner to stall somewhat, and separate pursuers from a group, so it certainly is in favor of runners, but it is a small enough advantage that I think it can be overlooked.
Roads use a similar mechanic, and the chaser still has the two options of either following or using the time to attack, but it is quite a bit more skewed in favor of the runner this time. The most annoying part for me is how difficult it is to click travel on the sign, and how easy it is to get clipped while trying to travel, so even if you decide to follow it may take quite a bit of time and give the runner a lead.
The other difference, is that unlike with cliffs, the runner can stop traveling at any time. This is problematic for a number of reasons, and gives a huge advantage to whoever is running. If the best course of action for the purser is to follow immediately, then they have to stop combat and do that when the runner does, but they don't want to take the road ahead of the runner, because this allows the runner to just turn around and lose aggro... This allows for all sorts of baiting the pursuer into taking a road while not actually taking it yourself, or just endlessly resetting the travel option while you wait for backup.
The final problem I see is that unlike with cliffs, you don't see whats on the other side, and it is an excellent opportunity for a group of runners to regroup and try to turn on someone once they travel down the road. This isn't all that bad, and could be seen as adding another strategic element to combat, but honestly its quite a large advantage to give to the runners in combat just because of some arbitrary road mechanic, and I don't particularly like it.
I think it would be simpler if porting in combat was taken out all together, but if it isn't, it could be made much more balanced with a few changes. There needs to be an obvious animation for when you are traveling down a road, it shouldn't be possible to stop travel once you initiate it, and the hit box should be more forgiving when trying to travel, perhaps allowing you to travel on a road sign from a tile or two away.
Roads use a similar mechanic, and the chaser still has the two options of either following or using the time to attack, but it is quite a bit more skewed in favor of the runner this time. The most annoying part for me is how difficult it is to click travel on the sign, and how easy it is to get clipped while trying to travel, so even if you decide to follow it may take quite a bit of time and give the runner a lead.
The other difference, is that unlike with cliffs, the runner can stop traveling at any time. This is problematic for a number of reasons, and gives a huge advantage to whoever is running. If the best course of action for the purser is to follow immediately, then they have to stop combat and do that when the runner does, but they don't want to take the road ahead of the runner, because this allows the runner to just turn around and lose aggro... This allows for all sorts of baiting the pursuer into taking a road while not actually taking it yourself, or just endlessly resetting the travel option while you wait for backup.
The final problem I see is that unlike with cliffs, you don't see whats on the other side, and it is an excellent opportunity for a group of runners to regroup and try to turn on someone once they travel down the road. This isn't all that bad, and could be seen as adding another strategic element to combat, but honestly its quite a large advantage to give to the runners in combat just because of some arbitrary road mechanic, and I don't particularly like it.
I think it would be simpler if porting in combat was taken out all together, but if it isn't, it could be made much more balanced with a few changes. There needs to be an obvious animation for when you are traveling down a road, it shouldn't be possible to stop travel once you initiate it, and the hit box should be more forgiving when trying to travel, perhaps allowing you to travel on a road sign from a tile or two away.
(once and futue king btw)
-
Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Please stop trail porting during combat
Well fucking saidMrBunzy wrote:This sort of mechanic has been a problem for a while now with the introduction of cliffs we can jump over. If a person running decides to jump over a cliff, the chaser is given the option to either use that time to try to do some damage, but then give them a lead once they get down the cliff, or immediately start jumping the cliff as well and try to pursue. With the way armor and damage scales, it takes quite a few hits to down anyone, so the better option would almost always be for the pursuer to follow down the cliff immediately, and just continue on as normal. This can allow a runner to stall somewhat, and separate pursuers from a group, so it certainly is in favor of runners, but it is a small enough advantage that I think it can be overlooked.
Roads use a similar mechanic, and the chaser still has the two options of either following or using the time to attack, but it is quite a bit more skewed in favor of the runner this time. The most annoying part for me is how difficult it is to click travel on the sign, and how easy it is to get clipped while trying to travel, so even if you decide to follow it may take quite a bit of time and give the runner a lead.
The other difference, is that unlike with cliffs, the runner can stop traveling at any time. This is problematic for a number of reasons, and gives a huge advantage to whoever is running. If the best course of action for the purser is to follow immediately, then they have to stop combat and do that when the runner does, but they don't want to take the road ahead of the runner, because this allows the runner to just turn around and lose aggro... This allows for all sorts of baiting the pursuer into taking a road while not actually taking it yourself, or just endlessly resetting the travel option while you wait for backup.
The final problem I see is that unlike with cliffs, you don't see whats on the other side, and it is an excellent opportunity for a group of runners to regroup and try to turn on someone once they travel down the road. This isn't all that bad, and could be seen as adding another strategic element to combat, but honestly its quite a large advantage to give to the runners in combat just because of some arbitrary road mechanic, and I don't particularly like it.
I think it would be simpler if porting in combat was taken out all together, but if it isn't, it could be made much more balanced with a few changes. There needs to be an obvious animation for when you are traveling down a road, it shouldn't be possible to stop travel once you initiate it, and the hit box should be more forgiving when trying to travel, perhaps allowing you to travel on a road sign from a tile or two away.
-
Longshanks87
- Posts: 118
- Joined: Mon Mar 26, 2012 6:49 pm
Re: Please stop trail porting during combat
So much Tears....
lets sum it up easily.
Ganking someone in a few sword hits would be fine if thats what you could acomplish.
road use as it stands is a great tactical advantage to someone who is facing a group of would b murderers especially on home turf.
some posters here though seriously...
take a breath and look at what you are saying,
as if when you are engaged into combat with a player you could down said player in a few hits there would be no problem, to address render time its a split second at worst which would only be enough time in combat to enter a defence move or attack move anyway so thats gone down the drain as a topic. all this talk about how "runners" are using roadsigns to escape.?. if one is running surely one did not entertain the notion of sticking around to fight, making said person feel at least somewhat weaker than attacking person, by which means if attacker is following along road he/she is confident they will win combat.
this being the case why all the uproar about the use of roads to run? for if you are giving chase your not likely to be losing combat since the "running/escapee" does not feel strong enough to contend you.
i personally like the idea of having full road use in combat. since i wont be heading out to other villages to attack people, and since i gain no joy from giving chase to helpless people or those that are simply wounded and wish no part in fighting. or even the fact that entertaining the notion of killing another hearthling is in its very nature evil sadistic and quite frankly downright rude, i genuinely feel that making roads in your own lands is paramount to getting around at present.
and in light of this discussion i believe that people need to have a little more guile before attacking people in future.
for if each offender had made himself waylaid on the roads used beforehand this topic would never have needed writing.
for if attackers made a note of there surroundings before aimlessly aggroeing others they might actually do something for once.
running around lording it up seems to be a thing for legacy, so i guess if you want to aggro from half a mile away auto fight bot your way to glory and always win, Hafen is not for you..
lets sum it up easily.
Ganking someone in a few sword hits would be fine if thats what you could acomplish.
road use as it stands is a great tactical advantage to someone who is facing a group of would b murderers especially on home turf.
some posters here though seriously...
take a breath and look at what you are saying,
as if when you are engaged into combat with a player you could down said player in a few hits there would be no problem, to address render time its a split second at worst which would only be enough time in combat to enter a defence move or attack move anyway so thats gone down the drain as a topic. all this talk about how "runners" are using roadsigns to escape.?. if one is running surely one did not entertain the notion of sticking around to fight, making said person feel at least somewhat weaker than attacking person, by which means if attacker is following along road he/she is confident they will win combat.
this being the case why all the uproar about the use of roads to run? for if you are giving chase your not likely to be losing combat since the "running/escapee" does not feel strong enough to contend you.
i personally like the idea of having full road use in combat. since i wont be heading out to other villages to attack people, and since i gain no joy from giving chase to helpless people or those that are simply wounded and wish no part in fighting. or even the fact that entertaining the notion of killing another hearthling is in its very nature evil sadistic and quite frankly downright rude, i genuinely feel that making roads in your own lands is paramount to getting around at present.
and in light of this discussion i believe that people need to have a little more guile before attacking people in future.
for if each offender had made himself waylaid on the roads used beforehand this topic would never have needed writing.
for if attackers made a note of there surroundings before aimlessly aggroeing others they might actually do something for once.
running around lording it up seems to be a thing for legacy, so i guess if you want to aggro from half a mile away auto fight bot your way to glory and always win, Hafen is not for you..
Shanked..