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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: World 7 incoming
Wow good idea cfr! It would be cool to look like a bandit but it would need to give some AC.
Jalpha wrote:I believe in my interpretation of things.
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chris1122
- Posts: 447
- Joined: Mon May 31, 2010 7:43 am
Re: World 7 incoming
This is the main reason for movement is you are able to get ip from a distance, so just take away call down thunder and it will solve a lot of movement combat. But there will be people still running away from the target then charge at him to use a move then start running again.Zachary09 wrote: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?
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.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: World 7 incoming
Very useful input, Crfernald.
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Nate_H
- Posts: 33
- Joined: Sun Jun 02, 2013 7:38 am
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Saxony4
- Posts: 1896
- Joined: Mon Mar 12, 2012 2:38 am
- Location: Atlantic Ocean
Re: World 7 incoming
crfernald wrote:
Can you add a bandit hood and additional bandit gear to match the bandit mask? You can model it on me. :3
Allahu Akbar
http://www.youtube.com/watch?feature=pl ... OPLnKaXTAI
loftar wrote:git da mony
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: World 7 incoming
Explain to me -- slowly -- how I would go about first initiating movement away from a pursuing player and then initiating an attack against him while still remaining in motion.Patchouli_Knowledge wrote:I can confirm that this is possible as well. I suspect it to be a bug though, judging from jorb's response. I thought someone had reported that.Ninijutsu wrote:Yes, yes he can. You can be moving in the opposite direction and still have call down the thunder queued on your opponent.
"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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Avulsio
- Posts: 80
- Joined: Fri Nov 16, 2012 5:17 am
- Location: Scooby snack jurassic plastic gas booby trap
Re: World 7 incoming
I don't really know mermernt kermberts, but based on what I've read, I suggest the following:
Players in combat cannot place sign posts.
Not a complete fix, but I think it is a step.
Edit: my second idea was not well thought through
Players in combat cannot place sign posts.
Not a complete fix, but I think it is a step.
Edit: my second idea was not well thought through
Last edited by Avulsio on Sun Jun 02, 2013 11:08 pm, edited 1 time in total.
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Zachary09
- Posts: 767
- Joined: Sat Aug 13, 2011 8:55 pm
- Location: Poland
Re: World 7 incoming
This is really, really inconvenient - the main reason of movement fighting is to actually inflict a slight bit of damage and / or kill the chaser instantly. If you charge, you endanger yourself of loosing your character to a punch which will deal 800 (example) damage to youchris1122 wrote:This is the main reason for movement is you are able to get ip from a distance, so just take away call down thunder and it will solve a lot of movement combat. But there will be people still running away from the target then charge at him to use a move then start running again.Zachary09 wrote: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?
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.
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Nicstar543543
- Posts: 242
- Joined: Fri Jun 25, 2010 3:16 pm
- Location: United States
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: World 7 incoming
Click to move, then press call down the thunder, click your opponent. You will queue the move on him but keep moving in the direction you clicked.jorb wrote:Explain to me -- slowly -- how I would go about first initiating movement away from a pursuing player and then initiating an attack against him while still remaining in motion.Patchouli_Knowledge wrote:I can confirm that this is possible as well. I suspect it to be a bug though, judging from jorb's response. I thought someone had reported that.Ninijutsu wrote:Yes, yes he can. You can be moving in the opposite direction and still have call down the thunder queued on your opponent.
It ONLY works for RANGED attacks. Including bows.
Last edited by Ninijutsu on Sun Jun 02, 2013 11:03 pm, edited 2 times in total.
Of another era.
