Ok, so here's an idea.
What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.
The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.
Thoughts?
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jorb
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Re: World 7 incoming
"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."
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HarryDresden
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Re: World 7 incoming
This game is a permanent Dev's playground. Making it pay to play is a bad idea.
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Ninijutsu
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Re: World 7 incoming
The problem is you can queue attacks while moving. You can move forward while thunder is queued, you'll just stop once your cooldown is over, thunder, and then keep moving with it queued.jorb wrote:Ok, so here's an idea.
What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.
The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.
Thoughts?
EDIT:
But I like the idea.
Last edited by Ninijutsu on Sun Jun 02, 2013 10:54 pm, edited 1 time in total.
Of another era.
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bitza
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Re: World 7 incoming
if i'm running away, i can just toss a thunder (or even just hit charge for a second) and reset the buff, then go back to running
right?
right?
Last edited by bitza on Sun Jun 02, 2013 10:53 pm, edited 1 time in total.
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aikidragon
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Re: World 7 incoming
This game must never experience pay2play or rl cash cosmetic items. It's simply bad.HarryDresden wrote:This game is a permanent Dev's playground. Making it pay to play is a bad idea.
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Zachary09
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Re: World 7 incoming
So just queuing a single attack would remove the said penalty?jorb wrote:Ok, so here's an idea.
What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.
The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.
Thoughts?
I think this could actually be a good idea, something like "Exhaustion" but applied to the one who got aggroed. It would not apply to animals for obvious reasons.
Also the Exhaustion debuff would accumulate over time as you said, but how'd you solve the initial problem of recognizing that the player is running?
Going back over to the queuing a single attack and removing penalty - make it so that you actually have to execute a move, and remove this one from Call Down The Thunder for obvious reason.
Last edited by Zachary09 on Sun Jun 02, 2013 10:54 pm, edited 1 time in total.
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NOOBY93
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Re: World 7 incoming
How would it work if one -walks- while not engaged in combat? is his UA nullified?jorb wrote:Ok, so here's an idea.
What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.
The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.
Thoughts?
Also, it would promote long, long chases until both have filled the buff to 100% so the one with less stats has no disadvantages. I dislike it, myself.
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overtyped
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Re: World 7 incoming
only lose 60% base defense bar when hit is probably the easiest solution, that way if your chasing someone and hit, your not totally fucked,jorb wrote:Ok, so here's an idea.
What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.
The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.
Thoughts?
Last edited by overtyped on Sun Jun 02, 2013 10:55 pm, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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jorb
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Re: World 7 incoming
What? No? A fleeing person cannot move in the opposite direction of a target against which he has an attack queued?Ninijutsu wrote:The problem is you can queue attacks while moving. You can move forward while thunder is queued, you'll just stop once your cooldown is over, thunder, and then keep moving with it queued.
"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
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Rador
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Re: World 7 incoming
What about the customizable haircut/colour idea from the posters before? I think it is cool and you already made it possible during an eventjorb wrote:Ok, so here's an idea.
What if there was a buff that accumulated over time spent moving without an attack queued. The higher the buff is, the lower your block weight is.
The idea being that the pursued in an actual chase will be at the intended disadvantage, while also leaving single cycle twitches of movement unpenalized.
Thoughts?