Author Topic: Distance Bug Abusers...  (Read 2287 times)

darkw00t

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« Reply #15 on: September 17, 2005, 06:47:10 am »
Demarthl and Necro used it, and it a pretty good idea for duel
Eleloy Shadowfrost

Suno_Regin

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« Reply #16 on: September 17, 2005, 11:37:41 pm »
Maybe, but if this is going to be implimented as an actual attack skill in the future, it shouldn\'t attack the air and damage their opponent, and they shouldn\'t run right through the opponent\'s body, they should dash to the side of them with an extended sword or something....Right now its just a bug, other than an actual strategy...There wouldn\'t be anything wrong with it if it was fixed and actually implimented as a real attack style

Seytra

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« Reply #17 on: September 18, 2005, 12:03:48 am »
Quote
Originally posted by darkw00t
Demarthl and Necro used it, and it a pretty good idea for duel

I think this is abuse of game mechanics in order to gain an advantage over an opponent.
IOW, it is use of player skills, not char skills. But the game is about char skills, not player skills, unlike in an FPS, where the contrary is the case.
Thus, it\'s not acceptable IMO.

The very least thing to be done about this is that you don\'t stop attacking when you leave the distance, but keep waiting for an opportunity, i.e., being within range, to then strike.

Yes, obviously you can set a hotkey for attacking. :rolleyes: That\'s not the point at all.

Superiour tactics? Definitely not. Exploit? At least close. :tdown:

TiagoTiago

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« Reply #18 on: September 18, 2005, 01:08:06 am »
I agree with SuburbanPlankton, distances should be apropriated for each kind of attack, a moster with big arms or tail should be able to hit you from greater distance than a short necked crawling monster that can only atack with its jaws, but that would also afects players atacks, with greater agility the range of the attacks would incres slightly, and also, a long sword should be able to hit something way further than a small dagger (if handled by the same person)

and back on the \"is it or not an exploit\" topic, I agree with seytra, it does get away from the game reality,  as the spirit of the game is to create an alternating reality without any perceiveble conections with ours, using such techiniques would be like \"seeing green code scrolling\", and as far as I know there isn\'t nobody trying to unplug the characters, and not much benefit from actually doing it (from our point of view at least)( not getting into any stranger than fiction kind of  story where they would actully exist here, but I digress)

so, if the purpose of the game is indeed what I percieve it as being, this \"tenchinique\" as it is now should be encouraged to not be used.  

I believe something like that should only be allowed if
getting inside your atacking just as you get into your attack range would be controled by skills such as agility and the specific attack skill, and 2 diferent persons, handling the same character could do this just as easilly, then I think it would be ok, something like a maximum strike rate based on the skills, in combination with prababiliy of successifull strikes, based on some skills, and strenght of the atck based on skills as well. there would have to be some persistent attack target and state to avoid \"the quickest finger wins the fight\" situations

of course some great level of randomnes in the values unless the char  gets godly stats on everything involved

or perhaps something similar to what I described, or even an better idea than that


edit: perhaps some parts of the games should have some slightly human interference, but nothing that a regular person couldn\'t learn within a reasanoble time, and nothing that would require professional  level skills, anyone who plays this game should have an equal chance at any kind of such  gameplay requirements, and shouldn\'t be necessary to the player to go tetris and get playing 24/7 to perfect such human sided skills.... or somehing like that 8o)
« Last Edit: September 18, 2005, 01:14:14 am by TiagoTiago »
Quote
Originally said by Someone I can\'t remeber the name
\"I disagree with everything you say, but will defend to death your right to say it\"

Keyaz

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« Reply #19 on: September 18, 2005, 02:34:00 am »
y\'know what, it\'s pathetic, your looking at this like its a completed game

\'oh it shouldnt just attack the air\'

it\'s a pre alpha tech demo, oyur lucky to have an attack action buddy.

and let me put it this way to you Seytra, I don\'t see how the character is going to run around a treport and cut it to pieces by itself, there HAS to be an amount of player interaction, just because it doesnt suit your taste, doesnt mean it shouldnt be allowed.

/endangryrantingmodeandgodanceinsomeflowerpatches

^^

Suno_Regin

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« Reply #20 on: September 18, 2005, 08:11:08 pm »
Quote
Originally posted by Demarthl
y\'know what, it\'s pathetic, your looking at this like its a completed game

\'oh it shouldnt just attack the air\'

it\'s a pre alpha tech demo, oyur lucky to have an attack action buddy.

and let me put it this way to you Seytra, I don\'t see how the character is going to run around a treport and cut it to pieces by itself, there HAS to be an amount of player interaction, just because it doesnt suit your taste, doesnt mean it shouldnt be allowed.

/endangryrantingmodeandgodanceinsomeflowerpatches

^^
Thats WHY I made this post, since its a Pre Alpha, I\'m reporting a bug that should be fixed, and we\'re coming up with new ways this should work, or just get it fixed forever and not even make it a combat \'skill\' ;)

Suno_Regin

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« Reply #21 on: September 18, 2005, 08:12:15 pm »
Quote
Originally posted by TiagoTiago
I agree with SuburbanPlankton, distances should be apropriated for each kind of attack, a moster with big arms or tail should be able to hit you from greater distance than a short necked crawling monster that can only atack with its jaws, but that would also afects players atacks, with greater agility the range of the attacks would incres slightly, and also, a long sword should be able to hit something way further than a small dagger (if handled by the same person)

and back on the \"is it or not an exploit\" topic, I agree with seytra, it does get away from the game reality,  as the spirit of the game is to create an alternating reality without any perceiveble conections with ours, using such techiniques would be like \"seeing green code scrolling\", and as far as I know there isn\'t nobody trying to unplug the characters, and not much benefit from actually doing it (from our point of view at least)( not getting into any stranger than fiction kind of  story where they would actully exist here, but I digress)

so, if the purpose of the game is indeed what I percieve it as being, this \"tenchinique\" as it is now should be encouraged to not be used.  

I believe something like that should only be allowed if
getting inside your atacking just as you get into your attack range would be controled by skills such as agility and the specific attack skill, and 2 diferent persons, handling the same character could do this just as easilly, then I think it would be ok, something like a maximum strike rate based on the skills, in combination with prababiliy of successifull strikes, based on some skills, and strenght of the atck based on skills as well. there would have to be some persistent attack target and state to avoid \"the quickest finger wins the fight\" situations

of course some great level of randomnes in the values unless the char  gets godly stats on everything involved

or perhaps something similar to what I described, or even an better idea than that


edit: perhaps some parts of the games should have some slightly human interference, but nothing that a regular person couldn\'t learn within a reasanoble time, and nothing that would require professional  level skills, anyone who plays this game should have an equal chance at any kind of such  gameplay requirements, and shouldn\'t be necessary to the player to go tetris and get playing 24/7 to perfect such human sided skills.... or somehing like that 8o)
I only read the top of it, but I agree with you. Instead of having a Gladiator hit the length of an ulbernaut\'s arm away, it should just be reduced to the size of their weapon. Same goes with clackers, they shouldn\'t attack farther than their jaw reaches :P

Rage McCloud

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« Reply #22 on: September 18, 2005, 11:26:09 pm »
all in all... if someone has to do these things just to win then they are cowards and weaklings... just confront whatever you are fighting... thats the true way to show off and test your power...
Greeting fellow adventurers!
My name is Rohnan Darosel.

Keyaz

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« Reply #23 on: September 18, 2005, 11:34:40 pm »
Quote
Originally posted by Suno_Regin
 Thats WHY I made this post, since its a Pre Alpha, I\'m reporting a bug that should be fixed, and we\'re coming up with new ways this should work, or just get it fixed forever and not even make it a combat \'skill\' ;)


It\'s not a bug, just an incomplete way of fighting. get used to it.

and don\'t double post

Seytra

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« Reply #24 on: September 18, 2005, 11:37:26 pm »
Quote
Originally posted by Demarthl
and let me put it this way to you Seytra, I don\'t see how the character is going to run around a treport and cut it to pieces by itself, there HAS to be an amount of player interaction, just because it doesnt suit your taste, doesnt mean it shouldnt be allowed.

No, there does not have to be any sort of player interaction. Why? Because, as I stated, the fighting system is based on char stats, not on player stats. This clearly means that the entire fight, including the attack, defense, tactics, whatever, is included in the fighting formulas already. Therefore, if you manually intervene there, you skew the balance. The timing for the weapons is part of that. If it were supposed to have player interaction, there would be no automatical attack, and instead the player would have to press an attack hotkey each time they want to initiate a strike. But alas, once the command is given, the system takes over and fights automatically, so it clearly is an automated process, not an interactive one.

To avoid any such exploitation, I think that, once a fight command is given, it should lock the movement controls, and instead, apart from the combat stances, only allow a \"retreat\" option, after use of which you should not be able to attack that MOB again until it has healed to 100%.

Yes, in the end the char should do the actual dance, as in another game I\'ve seen (NWN, IIRC), but it isn\'t that advanced yet.

Therefore, I maintain that this so called \"player interaction\" is very close to an exploitation of the game system, and as much a display of \"superiour tactics\" as any other cheat / exploit: totally not. :tdown:

Keyaz

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« Reply #25 on: September 18, 2005, 11:55:28 pm »
*sigh* so all you want to do is click on button and watch, thats not playing a game is it, its watching an animated video, play means you do it.

ah hell, why am i bothering with you lot

stfrn

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« Reply #26 on: September 18, 2005, 11:59:53 pm »
I agree with Seytra, the way the combat system is set up, it is total automated. You don\'t click to swing your weapon, or block or dodge like many other games. So thusly, you shouldn\'t be able to click a button to move out of range, or do anything else that intefers. Unless of course there was a choce between two modes, automated, and total control, where you would have to click to swing.
player -> gm -> dev -> bum