here we are, six years later, and a veteran is seriously suggesting a scenario where one dude can effortlessly dispatch five other dudes like this was fucking dynasty warriors except in a pvp permadeath game... this should never occurloftar wrote:Are we discussing mere quantitative balancing, or is there some more qualitative issue here? I'm sure you aren't suggesting that character stats shouldn't matter in combat.
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Jackard
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Re: The Ghost of Christmas Future, II
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loftar
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Re: The Ghost of Christmas Future, II
If what you are saying is that it is unreasonable that there is a level of stats that makes you effectively "safe" from your opponents, then I agree with you, and always have.Jackard wrote:here we are, six years later, and a veteran is seriously picturing a scenario where one dude can effortlessly dispatch five other dudes in a pvp permadeath game
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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andrikyuzva
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Re: The Ghost of Christmas Future, II
Cap the combat related stats. Make number of people (and all that strategic mumbojumbo) deciding factor not muh trillion UA and MC. I think people can live with already existing q of combat gear mechanics. Das it my fellow basketball american.

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Ninijutsu
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Re: The Ghost of Christmas Future, II
Just introduce harder diminishing returns, no?loftar wrote:If what you are saying is that it is unreasonable that there is a level of stats that makes you effectively "safe" from your opponents, then I agree with you, and always have.Jackard wrote:here we are, six years later, and a veteran is seriously picturing a scenario where one dude can effortlessly dispatch five other dudes in a pvp permadeath game
Of another era.
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loftar
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Re: The Ghost of Christmas Future, II
I rather prefer to think of it as if it were, say, Super Smash Bros. Even if you play with 1 handicap against one with 9 handicap, he is never "safe", even though the effects of handicap themselves are linear. There are already elements of the new combat system that work to this effect.Ninijutsu wrote:Just introduce harder diminishing returns, no?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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popfor
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Re: The Ghost of Christmas Future, II
are there guns

my avatar is stolen without permission

#badboysclub
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painhertz
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Re: The Ghost of Christmas Future, II
Please tell me by LA you mean Los Angeles and not Louisiana?, because if you are here in Louisiana I'm gonna find you and slap you upside your head for that dumb question.popfor wrote:are there guns
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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pretzelguy1
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Re: The Ghost of Christmas Future, II
That's a great idea. You should also be able to gold plate your guns for more stats and #bling.popfor wrote:are there guns
TeckXKnight wrote:You can do whatever you'd like to do in this game. Sometimes there will be consequences and sometimes there won't be. Nothing is inherently right or wrong.
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Bob_the_Cat
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Re: The Ghost of Christmas Future, II
o.o any chance you want to talk about any of theseloftar wrote: There are already elements of the new combat system that work to this effect.
And screw guns, I can quick scope you guys with my dual wield bows
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NaoWhut
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Re: The Ghost of Christmas Future, II
Takes 4x another person's stats to breakBob_the_Cat wrote:o.o any chance you want to talk about any of theseloftar wrote: There are already elements of the new combat system that work to this effect.
And screw guns, I can quick scope you guys with my dual wield bows
defence bar with 100Off vs 100 def and
do 0 damage, the effect of stances are
capped at like 2x or something and as
far as i know the agility difference is
also something like 2x the speed of the
other guy max at 0 0 advantage.
Unless he means the actual Hafen combat
system, then i'd be intrigued

