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Wish list / Re: A radical change to all forms of combat.
« on: May 01, 2006, 10:32:05 am »
I think the disappearing bug is largely a problem with lag. If you noticed when a player has a lagging client they will disappear and reappear where they were a few moments back and continue in the same direction. Basically the bug is that when they disappear the opponent looses his target and so can't hit. As you all should know from my post in the Hydlaa Message board *erhm* i am setting up a training hall to try and teach some good dueling, a good chance to test bugs too. I found in some maps this targetting bug was quite bad. The large courtyard in South hydlaa outside moren and nevis near the closed gate was really bad. The garden next to the temple near the gazebo was also bad, i'm guessing because of the grass. I finally settled with the current location in the courtyard behind boris, little lag, little targetting problems. We've had quite some fun.
The problem with limiting mobility is that it would make ulbernaut hunting impossible. And, who in their right mind would stay in one place near a thing like that? Real hunters don't stay near their prey, they make slashing passes only moving in to strike. For the NPCs what we need is a system that allows them to time their attacks to our charges. This way people hitting and running will have to think about the NPC they are attacking.
I can't see how the duelling system can be changed to allow players to duel like we normally fight NPCs. This is a really old topic. Basically the weapon system deal too much damage, especially with dual weapons. It's basically one hit kill with fastest/best-timed/luckiest fighter in. The skill serves as a means to boost the damage to the point you can one-hit K.O. Perhaps if we adjusted it so that two fighters of roughly the same skill should spend 80% of their hits being blocked. They should get the odd glancing blow in which deals a little damage and weakens the opponent. Eventually the opponent is weakened to the point that a clean finishing blow can be struck, which will be easier to do on a weakened opponent.
The problem with limiting mobility is that it would make ulbernaut hunting impossible. And, who in their right mind would stay in one place near a thing like that? Real hunters don't stay near their prey, they make slashing passes only moving in to strike. For the NPCs what we need is a system that allows them to time their attacks to our charges. This way people hitting and running will have to think about the NPC they are attacking.
I can't see how the duelling system can be changed to allow players to duel like we normally fight NPCs. This is a really old topic. Basically the weapon system deal too much damage, especially with dual weapons. It's basically one hit kill with fastest/best-timed/luckiest fighter in. The skill serves as a means to boost the damage to the point you can one-hit K.O. Perhaps if we adjusted it so that two fighters of roughly the same skill should spend 80% of their hits being blocked. They should get the odd glancing blow in which deals a little damage and weakens the opponent. Eventually the opponent is weakened to the point that a clean finishing blow can be struck, which will be easier to do on a weakened opponent.