What does this part mean, specifically? "An "Ancestral Ward" lasts indefinitely, or until you wake up from a knock out.".
Does this mean that, for example, getting knocked out from a cave-in would remove your Ancestral Ward? If so, that would be a huge source of annoyance for anyone that does mining, and further incentivize people to have mining alts.
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Dogswards
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shubla
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Re: Development Headsup: K/O-mechanics, Archery Towers
And after all, most powerful factions would be able to use the buff more often than weaker factions, people will build numen bot-setups like XCOM in legacy!

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DDDsDD999
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Re: Development Headsup: K/O-mechanics, Archery Towers
Is this formula right? Ward 1 is 1 numen, ward 2 is 2 numen, ward 3 is 3 numen?jorb wrote:[*] The cost of activating an "Ancestral Ward" is 0 + (1 * Number of Activations of Ancestral Ward) Numen points.
This would make new players really, really screwed over, trying to experiment and learn the game. Figuring out what they can and can't fight would result in destroying their ward/numen count. Also miners that like risky mining without supports would have to be alts to not destroy their numen costs, or just any task that can risk ko's. I think this ward should be exclusively for PvP. Also, having to actively add protection seems like players unaware of it would just get screwed over. I think a system like this should be more of paying off a debt rather than creating protection.
Why re-add this? It just makes it so people need to cheese-kill others until the 2nd day. The cost is usually negligible.jorb wrote:[*] Another new/old skill "Murder", is introduced. If you do not have Murder, you cannot have Combat Relations with K/O-ed characters.[/size]
Are outlaws going to need to get KO'd multiple times to kill them?
I feel like this would just make knowledgeable players think "oh I don't have any wards, can't go outside my walls." So people won't leave their walls until they get a ward (which might be intended), but the characters won't ever actually die. Any mechanic in a game is going to be gamed as much as possible.
I do at least think this is better than the current system, where the gamed mechanic is to not buy rage and turtle under walls.





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loftar
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Re: Development Headsup: K/O-mechanics, Archery Towers
Mind you, you don't have to go around with an ancestral ward constantly. Since casting it is uninterruptable, you can simply cast it on yourself when you feel that your life is actually in danger. You wouldn't need to have it active while mining.Dogswards wrote:Does this mean that, for example, getting knocked out from a cave-in would remove your Ancestral Ward? If so, that would be a huge source of annoyance for anyone that does mining, and further incentivize people to have mining alts.
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loftar
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Re: Development Headsup: K/O-mechanics, Archery Towers
No, Ward 1 is 0 numen, ward 2 is 1 numen, &c. It is the intention that the first ward is really only the cost of getting the skill, i.e. 5k LP.DDDsDD999 wrote:Is this formula right? Ward 1 is 1 numen, ward 2 is 2 numen, ward 3 is 3 numen?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Ozzy123
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Re: Development Headsup: K/O-mechanics, Archery Towers
Noone is gonna go on any pvp fights without a ward, it will be exactly like w10 all over again except for bullies knowing that they're protected and hoping that noobs they're gonna bully got no ward. Shitty combat alts will still be as viable as they're now, nothing is gonna change with that, they will just get wards.
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Zentetsuken
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Re: Development Headsup: K/O-mechanics, Archery Towers
There needs to be a give/take associated with this skill or nobody is going to ever die
ideas
Having a ward up should make you drop your items when you get KOd?
Having a ward up should dramatically increase the wear your armours get?
You simply do less damage with a ward up?
Ward makes you slower?
Ward makes you easier to target with a bow?
The cost of ward scales with your combat relative skills?
ideas
Having a ward up should make you drop your items when you get KOd?
Having a ward up should dramatically increase the wear your armours get?
You simply do less damage with a ward up?
Ward makes you slower?
Ward makes you easier to target with a bow?
The cost of ward scales with your combat relative skills?
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pppp
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Re: Development Headsup: K/O-mechanics, Archery Towers
What about self-regulating system where KO protection is random with variable probability. Fresh characters would have 100% chance of protection and the chance would decrease with some measure of pvp activity. The measure itself can be complex but the possible inputs are:
- number of times the char aggroed another char,
- number of times the char KOed another char (finishing blow)
- total damage applied (in some relation to the char STR/CON/AGi etc) EDIT: total over lifetime
- percentage of learned pvp-related skills and combat moves (this one sucks)
On top of that some animals might have minimum chance to break KO protection and maybe, maybe some credo could add 1-5 % (oops, forget this bad way of making credos mandatory).
- number of times the char aggroed another char,
- number of times the char KOed another char (finishing blow)
- total damage applied (in some relation to the char STR/CON/AGi etc) EDIT: total over lifetime
- percentage of learned pvp-related skills and combat moves (this one sucks)
On top of that some animals might have minimum chance to break KO protection and maybe, maybe some credo could add 1-5 % (oops, forget this bad way of making credos mandatory).
Last edited by pppp on Sun Jan 26, 2020 9:07 pm, edited 1 time in total.
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Astarisk
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Re: Development Headsup: K/O-mechanics, Archery Towers
Also I see you are saying this is a deterrent for zero investment characters? What are these zero investment characters you are talking about? And if the character is really zero investment than would it matter if the character gets killed anyways?
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wonder-ass
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Re: Development Headsup: K/O-mechanics, Archery Towers
it would mean they need to grind numens to make them immortal which imo does work. i would never spend time to grind numens for alts.Astarisk wrote:Also I see you are saying this is a deterrent for zero investment characters? What are these zero investment characters you are talking about? And if the character is really zero investment than would it matter if the character gets killed anyways?
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