I love all these opinions,
but in the end all i gather is that there
are carebears crying that the system is
fine right now: TCSRA (The Carebear
System of Running Away). It still stands
that many people living at this point
should be dead (Me included probly).
There needs to be some way of killing
someone that's not a naked alt, and no,
ql and strength scaling up wont do much.
~NUMBERS!!!~
You have about 400 strength and i have
150 constitution. I have ql 100 steel plate
and you have ql 100 steel sword... your
stab will not harm me. if you have 1000
strength and a ql 100 steel sword vs my
ql 100 steel plate you will do 1678 base
damage.
ql 100 steel plate: 711 armor
ql 100 leather pants: 158 armor
ql 100 soldier gloves: ~83 armor
ql 100 Dragon Helm: ~300 armor
ql 100 vapyntreiu : 63 armor
ql 100 ranger boots: ~100 armor
^1325 armor class.
If you have 1000 strength. and you stab me.
And i happen to have absolutely 0 defense.
and you have 100% offense. you do 353 damage
the best part?
I walk away
If you had 1000 strength and top ql gear, you
stab me? i walk away with 34 SHP and you have
no offense, no coins, you have nothing. also i
would assume you were MC based in order to
even break my defense with a sting. You are now
in more danger than me. You run. I run.
also, now if you're KO'ed you still have defensive
weight for those who haven't noticed this yet.
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Running Away in Combat
The problem is that nobody ever seems to be willing to think outside of their box for a second and suggest what is best for the game. Everyone only always suggest what is best for their style of play.azrid wrote:ITT: experienced combatants asking for easier ways to kill less experienced ones.
In this case as you correctly say combatans whining that their way of playing got nerfed.
Not saying some of the complaints aren't justified btw.
-
NaoWhut
- Posts: 4852
- Joined: Sun Aug 30, 2009 11:55 pm
- Location: |.
Re: Running Away in Combat
Please don't post hereburgingham wrote:The problem is that nobody ever seems to be willing to think outside of their box for a second and suggest what is best for the game. Everyone only always suggest what is best for their style of play.azrid wrote:ITT: experienced combatants asking for easier ways to kill less experienced ones.
In this case as you correctly say combatans whining that their way of playing got nerfed.
there is no way to kill people that aren't DC'ed
or naked alts. I'm sorry if you don't understand
that, but there is no way to kill someone who
doesn't just let you kill them/DC's
If what is best for the game is no combat at
all, then have at it, nerf everything combat
related, take away all damage from weapons,
buff armor, make it so people that are running
away from other players have movement speed
buffs, make it so that you can only agro someone
with similar UA to yours, make it so you can only
agro one person at a time.
?


-
Vigilance
- Posts: 3561
- Joined: Fri May 21, 2010 9:30 pm
- Location: fog of irrelevancy
Re: Running Away in Combat
the horrifying part is that that suggestion would only outrage a small few these daysNaoWhut wrote: If what is best for the game is no combat at
all, then have at it, nerf everything combat
related, take away all damage from weapons,
buff armor, make it so people that are running
away from other players have movement speed
buffs, make it so that you can only agro someone
with similar UA to yours, make it so you can only
agro one person at a time.
?
btw, you broke REALLY hard in that paragraph.

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Running Away in Combat
Good thing you did not quote the one sentence that made your entire rant completely useless.NaoWhut wrote:Please don't post hereburgingham wrote:The problem is that nobody ever seems to be willing to think outside of their box for a second and suggest what is best for the game. Everyone only always suggest what is best for their style of play.azrid wrote:ITT: experienced combatants asking for easier ways to kill less experienced ones.
In this case as you correctly say combatans whining that their way of playing got nerfed.
there is no way to kill people that aren't DC'ed
or naked alts. I'm sorry if you don't understand
that, but there is no way to kill someone who
doesn't just let you kill them/DC's
If what is best for the game is no combat at
all, then have at it, nerf everything combat
related, take away all damage from weapons,
buff armor, make it so people that are running
away from other players have movement speed
buffs, make it so that you can only agro someone
with similar UA to yours, make it so you can only
agro one person at a time.
?
-
L33tPopTarts
- Posts: 60
- Joined: Tue Mar 15, 2011 9:33 pm
Re: Running Away in Combat
Lets just remove combat and name the game Animal Crossing.
User was warned for this post
User was warned for this post
Last edited by burgingham on Wed Jun 26, 2013 5:16 pm, edited 2 times in total.
Reason: Stop shitposting. Thanks. That also justifies showing whose alt this was (0909Red).
Reason: Stop shitposting. Thanks. That also justifies showing whose alt this was (0909Red).
Shit moderators cunts lol xD
gay wankers lol
kill urselves
gay wankers lol
kill urselves
-
bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Running Away in Combat
NaoWhut wrote:If what is best for the game is no combat at
all, then have at it, nerf everything combat
related, take away all damage from weapons,
buff armor, make it so people that are running
away from other players have movement speed
buffs, make it so that you can only agro someone
with similar UA to yours, make it so you can only
agro one person at a time.
how about let's stop useless shitposting and retarded strawman arguments?0909red wrote:Lets just remove combat and name the game Animal Crossing.
here's another possible fix to the whole issue of "running away too easy", instead of just flinging poo:
maybe a player with less than 100% def, or less than 50% def, or a player who has taken damage, cannot move faster than walk speed. that is, if you don't have all of your SHP, you can't run. this strikes a balance between "charge charge sting KO" and "running away forever safe". movement hits still work as now - you cannot have 0 def weight mavement komberts in conjunction with this.
it also serves to help the "realism" argument, not that that matters too terribly much - being wounded in a fight could simulate the effects of a crippled limb, or having the wind knocked out of you
Karede wrote: It takes a special kind of autism to play this game
-
Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Running Away in Combat
I find it strange that most of these people like to keep relating these things to "skill."
"Hey don't change those combat moves, you're making it take less skill! Why do you dumb noobs keep making these suggestions, you're taking the skill out of the game! Griefing a village like this is ok cuz these guys must not have any skill if they don't have a 100x100 wall with vclaim and pclaim extending 100 tiles past that! DUDE ARE YOU STUPID OMG U GUYS R RUINING THE GAME IF I CAN'T RUN AROUND AND TAKE ON 20 TITANS YOU IDIOTS HAVE NO SKILL!!!!!!"
give a reasonable suggestion or stfu
"Hey don't change those combat moves, you're making it take less skill! Why do you dumb noobs keep making these suggestions, you're taking the skill out of the game! Griefing a village like this is ok cuz these guys must not have any skill if they don't have a 100x100 wall with vclaim and pclaim extending 100 tiles past that! DUDE ARE YOU STUPID OMG U GUYS R RUINING THE GAME IF I CAN'T RUN AROUND AND TAKE ON 20 TITANS YOU IDIOTS HAVE NO SKILL!!!!!!"
give a reasonable suggestion or stfu
-
bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Running Away in Combat
That really isnt a major flaw. It's really a fix to what would be a crazy problemnaosnule wrote:Already there is a major flaw: clicking shouldn't slow you down at all. The calculations should be done in such way in the server so that there is practically no such delay caused by clicking._Gunnar wrote:You need to carry much more water, of as high a quality as you can.
Also zoom out as far as you can and use as few clicks as you can (each click slows you down a bit) in normal boatchasing. If they are trying to surround you obviously try not to move so predictably.
Know your home area well, keep boats stashed at narrow land crossings if possible.
Have friends who you can call to help you out, being a hermit is really hard...
Also not everywhere is really violent, you can try and relocate... I'm not sure where is peaceful right now.
I thought about it a bit more though, and i really think that the hamstring move is the best solution like suggested by rye and jiochan and a few other people. Before if you wanted to catch someone who was running, you got 2 coins and stung them moving. Hamstring would be the same.
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.
-
_Gunnar
- Posts: 1430
- Joined: Thu Dec 22, 2011 1:15 pm
Re: Running Away in Combat
funny thread, turns out the non-"carebears" are just as whiny as the "carebears" 
(i kindof dislike that term, but meh).
reasons i like the change to movement combat: it makes industry & non directly pvp activities a bit more important.
i dislike the change to swords, i quite liked the way that if your defense was down you were dead.
as for chasing it would be really cool to see a group of attackers herd their victim against cliffs/walls to trap them :p
have you tried that yet? i kindof think it SHOULD be really hard to trap people in the field. in a siege is another matter. Some sort of net could be good if its not too powerful, or perhaps a ranged move to gain attack?
maybe one day we will not be able to port/log our chars out, as has been suggested recently - that would make things a little better i suppose (especially in a siege where you are in their base).
Vigilance, I think the reason most of us are playing this game is the excitement and danger compared to other sandboxy games. But balance is also good, and the base of the game is IMO a crafting/social RPG so better crafters should be rewarded to a certain extent. I am a terrible player in nearly every respect but i still enjoy myself
my easy suggestion initially is to just undo the sword nerf and see what happens. plate armour should be to protect against arrows and glancing hits (REALISM
)
(i kindof dislike that term, but meh).
reasons i like the change to movement combat: it makes industry & non directly pvp activities a bit more important.
i dislike the change to swords, i quite liked the way that if your defense was down you were dead.
as for chasing it would be really cool to see a group of attackers herd their victim against cliffs/walls to trap them :p
have you tried that yet? i kindof think it SHOULD be really hard to trap people in the field. in a siege is another matter. Some sort of net could be good if its not too powerful, or perhaps a ranged move to gain attack?
maybe one day we will not be able to port/log our chars out, as has been suggested recently - that would make things a little better i suppose (especially in a siege where you are in their base).
Vigilance, I think the reason most of us are playing this game is the excitement and danger compared to other sandboxy games. But balance is also good, and the base of the game is IMO a crafting/social RPG so better crafters should be rewarded to a certain extent. I am a terrible player in nearly every respect but i still enjoy myself
my easy suggestion initially is to just undo the sword nerf and see what happens. plate armour should be to protect against arrows and glancing hits (REALISM
