Author Topic: Randomness of combat  (Read 1420 times)

John80sk

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Randomness of combat
« on: January 13, 2007, 02:55:39 am »
Alright, so I recently heard that the fact that the amount of time you spend in a stance varying is not a bug, but a feature.  May I ask why you all hate skill being involved in combat?  Not only does it not matter what player skill is, but it also doesn't matter what the skill of the character is thanks to us all doing 500 damage a hit.  All I have to say is... why? ???

EDIT: Also, the really irritating thing about this feature is it causes really fast hits, and causes incredible lag as people rapidly punch their shortucts
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Datruth

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Re: Randomness of combat
« Reply #1 on: January 13, 2007, 03:05:02 am »
I've only ever seen one person hit for 500.

Usually people hit 250. That's if you average out, axes, daggers and swords.

Axes hit 340 on average, daggers 220-260, and swords about 350.
Sure, you can get a 400, or 400 plus, but those are rare.

If you don't like dieing in one hit do this:

Tourney style Duel


Have you and your opponent each wield a ruined weapon, and a shield.
Then fight each other, hit each other multiple times, and see who wins.


No one is saying you have to fight with /10 weapons.
If you have a problem with them, use /.8 weapons, the ruined ones.
Hope i answered your question.

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John80sk

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Re: Randomness of combat
« Reply #2 on: January 13, 2007, 03:55:02 am »
that had absolutely nothing to do with my primary problem, which is the random stance lengths
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Zan

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Re: Randomness of combat
« Reply #3 on: January 13, 2007, 09:45:45 am »
What do you mean with random stance length? I'm not getting it. :-\
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John80sk

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Re: Randomness of combat
« Reply #4 on: January 13, 2007, 10:57:38 am »
When you attack there is now a random delay before you get the "you are too far away to attack" message.  It also makes attacks that recieve he message early a lot faster.
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dying_inside

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Re: Randomness of combat
« Reply #5 on: January 13, 2007, 11:07:21 am »
Riddle me this....

How does a sword manage to do more damage than an axe?


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Re: Randomness of combat
« Reply #6 on: January 13, 2007, 11:50:59 am »
Hmm musta missed that .. I've just been getting loads of lag lately.
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Nikodemus

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Re: Randomness of combat
« Reply #7 on: January 13, 2007, 12:54:47 pm »
How does a sword manage to do more damage than an axe?
Maybe you are misunderstanding what damage is? In a game you have only few factors which decide who wins the combat, in RL you have loads of them. Except that in a game they are grouped into few factors and the damage is only a name and it is mistake to assume frm a name what exactly it is.



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Peacer

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Re: Randomness of combat
« Reply #8 on: January 13, 2007, 04:38:11 pm »
How does a sword manage to do more damage than an axe?
Maybe you are misunderstanding what damage is? In a game you have only few factors which decide who wins the combat, in RL you have loads of them. Except that in a game they are grouped into few factors and the damage is only a name and it is mistake to assume frm a name what exactly it is.

sword max=80
axe max=70

axe doesn't have extra damage yet I guess
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thesasafras

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Re: Randomness of combat
« Reply #9 on: January 13, 2007, 05:17:49 pm »
weird, ive got a question is dps(damage per second) a factor in this game?

drah

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Re: Randomness of combat
« Reply #10 on: January 13, 2007, 05:53:57 pm »
The 'randomness' the original poster mentions may just be caused by the lags, etc. a few of us have noticed lately.

Usually with swords, there are about 2 seconds from the moment you 'flinch' until you actually swing at your enemy. (approx) - which you can form a few tactics from... but of course, under severe lag... dueling becomes a nightmare.

@thesasafras.. more like swings/stabs/etc per second based on the speed of the weapon.

Nikodemus

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Re: Randomness of combat
« Reply #11 on: January 13, 2007, 06:10:15 pm »
The dps would be for spells like freeze or weakness. Of course it maybe also damage per half of a second, or fourth, but it all depends from the approach.
Only there is no real number, which would tell you exactly how much, the bar is just decreasing. in GW there was/are arrows which appear at the bar, indicating if it is decresing or rising. If it is rising fast - there are few arrows, slower - less arrows. There are possible combinations if healng and damaging effects as it may happen at the same time. It is nice, but what amaizes me in that system is that every change is happening gradualy, not like in PS, that you drink a potion and you have instantly +50HP. I gues it will come with time.



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zanzibar

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Re: Randomness of combat
« Reply #12 on: January 13, 2007, 07:40:37 pm »
No one is saying you have to fight with /10 weapons.

As long as /10 weapons exist, people will use them.

As long as people will use them, other people will be forced to use them as well.
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Re: Randomness of combat
« Reply #13 on: January 13, 2007, 10:46:16 pm »
The dps would be for spells like freeze or weakness. Of course it maybe also damage per half of a second, or fourth, but it all depends from the approach.
Only there is no real number, which would tell you exactly how much, the bar is just decreasing. in GW there was/are arrows which appear at the bar, indicating if it is decresing or rising. If it is rising fast - there are few arrows, slower - less arrows. There are possible combinations if healng and damaging effects as it may happen at the same time. It is nice, but what amaizes me in that system is that every change is happening gradualy, not like in PS, that you drink a potion and you have instantly +50HP. I gues it will come with time.

A lot of healing spells in GW heal instantly. And with 10 arrows the healing process is less than 'gradual' anyway. (+20 hp per sec)

But I get what you mean - there's no real way to tell how bad you've got it unless you stare at your bar a lot and get a feel for how fast it goes down. At least in Guild Wars you can check your arrows, which gives you a chance to spam the monk with heal requests :P

Nikodemus

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Re: Randomness of combat
« Reply #14 on: January 14, 2007, 12:10:02 am »
I'm not quite sure what you mean by 10 arrows healing process. But whatever. So, +20hp a second for how long? That's not the case really. 24 frames a second is enough for a smooth movie and so smooth bar change. So you are getting 0.83 of hp point every 4.16 hundreds parts of a second. PS lacks this.
Besides this, i'm all for generally slow healing and poisoning effects. While bleeding probably faster. But that is on different topic.



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