Author Topic: new combat style  (Read 13092 times)

Valorius Rageway

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Re: new combat style
« Reply #60 on: February 10, 2007, 12:29:05 pm »
What Eila says about mobile melee engagements is true. If i have a 30x30 room, i'll use every inch of it in a fight. Esp if fighting multiple opponents.

What i wont do, ever, is just stand there and trade puncture and slash wounds with my opponent...

If you face me and you have 'better stats' but i am still very competent, you bet your but i can beat you in a mobile fight if it breaks my way. Many, many, many 'superior' warriors have fallen to lowly foot soldiers and men at arms. From the dawn of history on.

This is personal melee combat. The entire notion of "Rules" or "cheating" to begin with in these sorts of street or wilderness encounters is quite ludicris at it's base.

And beyond that, it really takes away from one of PS's best strengths and most appealing features.

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Zan

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Re: new combat style
« Reply #61 on: February 10, 2007, 12:39:31 pm »
Look people ... there was a time when the old combat system wasn't so old yet when dueling was nothing more than standing opposed to eachother and seeing who is strongest. Then a few people learned that tactical fighting was much better than just standing there. So the started moving around, making sure they could hit but weren't hit as much as possible.

Now a new system is in place, far more realistic and in my opinion far superior.

People are falling back to the old 'stand opposed to eachother and hack away' routine ... again until a few people will work out tactics and show their superiority. With the factor of needing to face your opponent, tactical fighting is really born. Before it was the one who was running around and spamming their attack button the most that won, now it will really require tactics and skill to win. It's an entirely different approach but with a lot more options and a lot more actual thinking instead of sheer luck.

The only thing that would make it perfect is more mobility with strafing and turning.

Now quit yer whining and learn to fight! :P

Edit: Ok I found one thing that's not fair. NPCs don't need to face you to attack, just like before but we still do. I'd rather have them obey the same rules than us.
« Last Edit: February 10, 2007, 01:03:54 pm by Zan »
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Re: new combat style
« Reply #62 on: February 10, 2007, 01:04:22 pm »
Wow, this is just amaizing, 5 pages in less than 24h and do you know what is this thread?
it is bunch of people who are eighter go for it, or complaining. I doubt that a single person who posted up there got convinced to change side. The ones who are comlaining don't listen to those who are "go for it" and the second group sometimes do the same, I gues because they don't like being ignored.
Have fun arguing.



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lanser

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Re: new combat style
« Reply #63 on: February 10, 2007, 01:28:19 pm »
This just the way I thought the PS Fighting/Crafting/Skill system was supposed to operate.

One goes to a trainer to learn a skill/technique, one practices till perfected which then raises ones ability (Hit power, HP or crafting ability)

One also goes to a trainer like going to a gym to improve stamina, strength etc.

So that when one duels/mines/crafts the accumulation of a chars natural ability (creation stats), quality of equipment and training will decide the outcome of a fight or even the quality/speed with which one crafts items.

So while currently the chars stand toe to toe, the game mechs are going through a complicated process of deciding who is fastest, strongest has the best tactics reactions etc. May be one day it will be possible to animate this process but just because we can't be seen running around the room darting in and out doesn't mean it is not taking place.

This leads me to hit n run timing ones clicks and spamming the attack button and any other ooc techniques used in duelling. Most of the points in this thread seem to say it is a valid part of duelling but in my opinion they invalidate much of the already inplace game mechs, if as implied a significant difference can be made then the stats/skill levels may as well be fixed and the Player ability as opposed to Char abilty will make the difference.
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drah

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Re: new combat style
« Reply #64 on: February 10, 2007, 02:27:27 pm »
To add clarification...

The biggest issue is the timing being complicated by an unnecessary keypress to stop auto-attacking.

The majority of duelers against the new system aren't looking for an ability to slash behind them... if anything it's just sideways... and even then... the real upset is caused by the automated repeat attacking mechanism more than anything else. (@dying_inside your picking on the trivial, less-important issue... but what about the timing? - the thing that we're more bothered about.)

As for attack spamming, you could easily put a client-side timer that stops further attacks being sent until the current attack is complete. -- If someone hits attack whilst already in an attack, they'd get a "You are already attacking" message.

So.. to be a good dueler now, just use SW daggers, power-level and keep your back against a wall. (though in real life that'd probably be the worst combat tactic!!)
« Last Edit: February 10, 2007, 02:40:04 pm by drah »

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Re: new combat style
« Reply #65 on: February 10, 2007, 02:51:33 pm »
Not much to say here other than the fact that I hate the new combat system.
It's boring and no fun, and duels are as Gharan said, pointless.

Fighting usually is pointless, so....

Here is something that might astound you, I know many if not most of the duelers in this game. All of them, without exception, are exceptional RPers (to the core).

That has not been my experience.

In the real world, a swordsman doesn't do what you claim he should do. Mobility is the key to combat, specially when you are outclassed. A fencer does not stand staticly before his opponent in real life. Why should that now be disabled here?

Hit and run attacks do not at all reflect real world combat.

And beyond that, it really takes away from one of PS's best strengths and most appealing features.

If PvP was Planeshifts most appealing features, perhaps this change is good.

Combat is new to PS.  Don't forget that.

The biggest issue is the timing being complicated by an unnecessary keypress to stop auto-attacking.

So don't stop the auto-attacking.
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Lanarel

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Re: new combat style
« Reply #66 on: February 10, 2007, 02:57:14 pm »
I sympathize with all players who liked the old way of dueling, I see that many of them like to RP as well, and will definately not tell them to find another game. There are a few points I want people to consider though.

First of all, an obvious one, combat as it is now is not as it will be when it is finished. Arguments like 'in real life you move around' are true for now, but not when it is taken into account in both formulas (for dodge, etc) and animation (in the end, you may see characters run around the room in fights that take minutes). This includes fine tuning things to not result in one hit kills. There are long threads about how this could/should work, but things like length of weapon, using weapons for defence will probably taken into account in later versions (10 years from now :) ).

Secondly, there is the point of player skill vs character skill. What is difficult to distinguish in many posts, is which of the two 'I's is speaking. So I will try to make that clearer here.
I, the character Lanarel, am not too bad in using a sword and defending myself using light armor (about level 35 in both). I can easilly kill many monsters and all that lives in the arena (so not including visitors :) ). It may even get easier if I find some better swords. I have not duelled much, since I do not like to kill others for fun, especially if they are much weaker than me, and I fear what guards might do if I just murder someone, or how trainers will think of me when I go to them to train, and they know that I use my skills for killing for fun. If there were a reason to fight for a good cause (such as that battle near the face some time ago), I am not afraid to risk going to the death realm (as I surprisingly did, despite my skills).

I, the player behind Lanarel, am playing this game on a PC that is able to run it, but sometimes with some lag due to memory limitations. It makes movement sometimes look a bit strange, but luckily it does not matter in fighting npcs, due to the way the combat system is made. It would make dueling another player who uses a hit and run technique impossible though, even if their character would be much weaker. Making a character that would be a good dueller does not make sense if the outcome of a duel mostly is defined by hardware and training in using the right shortcuts.
In real life, I have been fencing for almost 20 years. At the moment I am one of the better sabre fencers in my country, which arguably does not say that much compared to countries with more fencing tradition, but definately means something relative to many fencers, let alone people who never have held a fencing weapon. However, this should not help my characters in game at all. However, my reaction times are well better than average. As such, if my hardware were better and if I would spent a bit of time on training hit and run, I should be able to beat many players, despite their character being more skilled or having a better weapon. As a fencer, I would think it was completely unrealistic, especially taking into account the skill of my character. 

To come back to a few points made in other posts:
Here is something that might astound you, I know many if not most of the duelers in this game. All of them, without exception, are exceptional RPers (to the core). They are dedicated to this world, through and through. They roleplay even in the most strenuous of duels and they RP passionately when not dueling. Dueling has become an integral part of RP. Its what makes a warrior a warrior, a ranger a ranger, a fighter a fighter.
I cannot (and do not want to) disagree with that. I wonder though, how selective the run and attack way of duelling is. In other words, how many players would have duelling characters if combat was less depending on hardware and player skills (and combat was more developed :) ). From reading this thread you get the idea that (almost) all duelers like the old way. But isn't it like asking people on an invitation only party what they like about the picture on the invitation? And then telling someone at the door "Sorry not interested in your opinion, you were not invited". Ok, maybe this is not a perfect analogy, but it shows what I mean.

In the real world, a swordsman doesn't do what you claim he should do. Mobility is the key to combat, specially when you are outclassed. A fencer does not stand staticly before his opponent in real life. Why should that now be disabled here?
As you can read above, I fully agree with that, except for the last question. It is exactly the reason it should be disabled FOR THE PLAYER, it
just is not yet implemented (as an animation, balancing, formulas) for the character.

A character's skill already has a huge impact on a duel's outcome. Since its obvious you've had little or no experience dueling, perhaps you might consider trying it. Hit and run attacks is real, its how real fights occur. Perhaps you were planning to stand before the Ulber and let character skills apply there too?
Hit and run attacks are not real. Would my opponent in fencing be surprised if I would run right through him and attack him from behind. To be
fair, fencing as a sport has to have its limitations as well. Since no blood is involved, rules are made to prevent you from running into your opponents weapon with your hearth because you are going to hurt his toe. Hit and run has its similarities to how you play with distance in a fencing match, but again, me the player being very good at that should not mean all of my characters are as well.
And yes, my character would stand in front of an ulber and die (I have some nice screenshots to prove that :) ). And my character should be killed. If an ulber is that strong that it requires more than one to kill it, it should only be killed by more than one.

What Eila says about mobile melee engagements is true. If i have a 30x30 room, i'll use every inch of it in a fight. Esp if fighting multiple opponents.
What i wont do, ever, is just stand there and trade puncture and slash wounds with my opponent...
Again, this is what you see, because computations are hidden, animations are not shown, and combat development just is not ready yet. In the end, this all should be taken into account and be visible, but not requiring skill from the player.

If you face me and you have 'better stats' but i am still very competent, you bet your but i can beat you in a mobile fight if it breaks my way.
Many, many, many 'superior' warriors have fallen to lowly foot soldiers and men at arms. From the dawn of history on.
This is a nice example of the two I's. It should say, "If you face me, 'the character', and you 'the character' have better stats, but I 'the character and/or player' am still very competent, you 'the player' bet your 'character's' butt, I, 'the PLAYER' can BEAT YOU 'the CHARACTER' in a mobile fight"

Ver 03018 has taken the very STRENGTH of PS, the absolutely FANTASTIC mobile combat, and is trying to relegate itself into another point and click bore-a-thon that requires no skill, actually ENCOURAGES powerleveling, and in essence makes you no more than an interested bystander as your combat is resolved by stats alone, requiring no more than a mouse click of input.
Again, after many more hours ingame, there is widespread hatred of this new rule. Yes....hatred.
This quote shows some sentiments present in many posts (although a bit more strongly here). The thing is, these are opinions, that are possibly shared by many. My opinion may be different, and it is. I do not think the mobile combat is FANTASTIC, nor that it is the very STRENGTH of PS. It should require skill, but character skill, not players. The new combat (which is not finished) may get some people power-leveling, but it would not affect me. Because those may not be the people I would duel with when it is part of RP. Besides, I hope that at some point, there are so many skills, that you cannot level them all to max, making the outcome of a duel not that easy to predict. Again, I understand many players think the previous way of combat was more fun, but that does not mean everyone does. Or even that if everyone who does something  likes it, all others would not do it if it were different.

Some of the posts giving an opinion (from both sides) are being attacked not on the opinion, but on the sound of the message. Someone says "it does not fit RP", another replies "We are also RPers". Can we just agree there are different opinions, and try to use our energy to come with suggestions to improve the combat system for everyone, to fit the character, but also be fun to use?

And sorry for this getting so long :)
Some new posts since I started, one of them says:

Wow, this is just amaizing, 5 pages in less than 24h and do you know what is this thread?
it is bunch of people who are eighter go for it, or complaining. I doubt that a single person who posted up there got convinced to change side. The ones who are comlaining don't listen to those who are "go for it" and the second group sometimes do the same, I gues because they don't like being ignored.
Have fun arguing.
I hope the arguing will stop, and people seeing they are not necessarily all on different sides, just at different stages of combat developement. Some say "It will be great when finished", others say "It is not fun at the moment". Not sure if my post helps though (by adding another page).

Datruth

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Re: new combat style
« Reply #67 on: February 10, 2007, 04:08:56 pm »
This new system has solved one problem and replaced it with another one.

There is a lack of skill now, when it comes to dueling, and that was it's biggest promoter, the skill needed to be good.
With that taken away, we have a group of people saying that it should be your character skill determining the outcome of the battle.

And should such skill be= to your opponents, you have a 50% chance of living or dieing.

I just have to say.... where is the fun in that?

Why not just take all skill out of the equation, and become like WOW, where skills are all that matters really.
Just point at a person, click, and stand there, no need to run away.

Why not do that?

Because there is no mid road.

Either you allow player skill to always be the reason for winning.
Or you allow ranking skills to be the victor.

Currently the game forced some level of character skill, you can't kill with a weapon in 1 hit, with skill in sword/axe/dagger less than level 5.
Widely practiced was the need for people to get to a minimum of about 20-30, with others maxing stats.

But those at rank 30 could beat those with maxed stats with player skill, yet those with skill 1 coudln't touch anyone really.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

My point of this is that, we had stance problems before, i agree, i reported them and waited for a solution.
This isn't the solution.
This is the box to a plethera of other problems.


If you want a full roleplaying game, please go play a Mud, any mud, there are millions.
And if you want to play a dueling game please play silkroad ;) ;D (quite fun actually lol)
And if you want to play a game that's ALL about rank play Kings of chaos (Very fun, i'm BGF_kill).


You know what i like saying, when i speak about planeshift.
We're all three!! We RP, we duel, and we need SOME level of rank to succeed in duelling and killing mobs, rank plays a part.

Again to those who want rank to be everything, you want to turn this game into a point click and lay back duelling game.
It's funny that i don't see any of the good duelists wanting this  ;) ;D

The games not mine to mold, so we'll see what happens, Lord knows the Community has no say on the game lol, that's been proven time and time again.

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lanser

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Re: new combat style
« Reply #68 on: February 10, 2007, 07:05:25 pm »
I mentioned and Lanarel continued the main difference I see between the two viewpoints is the apparent inability of the PvPers duelists plers whatever one wishes to call them to differentiate between Player skill and Char skill.

Here is something that might astound you, I know many if not most of the duelers in this game. All of them, without exception, are exceptional RPers (to the core).
I don't entirely agree with the "all of them", I am not so conceited to think I am exceptional myself and I try not to judge and accept all as they come good or bad, but if they are exceptional why not rp the entire duel it can be a lot more fun than just hammering keys
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They are dedicated to this world, through and through. They roleplay even in the most strenuous of duels and they RP passionately when not dueling.
to type and rp while running madly about?

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Gharan

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Re: new combat style
« Reply #69 on: February 10, 2007, 07:12:12 pm »
Quote
The games not mine to mold, so we'll see what happens, Lord knows the Community has no say on the game lol, that's been proven time and time again.

Too true, any arguments against the new system will fall on deaf ears and why there's is a wishlist i'll never know. I'd rename it to the never read spam list. From what i've heard dueling willl just go further downhill in the future so i'll stick to RP. If anyone wants to duel me bring your dice or go home.

@Socia I will miss you I hear you deleted your char :(
« Last Edit: February 10, 2007, 07:15:23 pm by Gharan »

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Re: new combat style
« Reply #70 on: February 10, 2007, 07:23:46 pm »
I miss the old PS generation and you know who you are, whoever is left, anyway I know that dueling the old way seemed to make things more fun and apparently this thread is either your on one side or the other. Gm's dont seem to hear us and I hope their is a compromise. The people who like it the way it is, maybe you dont like dueling but for the majority MANY people LUUUUUVVVV dueling the way it was, DR was packed with people training, and even lag didnt stop them. There was always the OOC /tell good duel.
I dont powerlevel, and I wont, most of my RP is part dueling, jumping and attacking, you dont have to smash your keyboard for gods sake, time your attack.
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Zan

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Re: new combat style
« Reply #71 on: February 10, 2007, 07:24:45 pm »
Just because there is no response does not mean that you are not heard.
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Re: new combat style
« Reply #72 on: February 10, 2007, 07:28:55 pm »
apparently this thread is either your on one side or the other.

http://hydlaa.com/smf/index.php?topic=27534.msg313272#msg313272

Am I the only one that dislikes both the previous combat system and the current one and that see both as flawed?

Gharan

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Re: new combat style
« Reply #73 on: February 10, 2007, 07:31:43 pm »
Quote
Just because there is no response does not mean that you are not heard.

Being heard and listened to are completely different.

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Am I the only one that dislikes both the previous combat system and the current one and that see both as flawed?

No, It's just most and I mean MOST of us see it has taken steps back than forward.

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Re: new combat style
« Reply #74 on: February 10, 2007, 07:40:28 pm »
It is unfortunate, Dueling will become pawnage rather than a sport/art form. There is no real challenge or real skill needed to win a duel it has been reduced to levels. The PLers will love it. While the older duelists will be found sitting in the tavern sobbing over their ales remembering the good old days when a duel was honorable. It is the end of the golden age of dueling. with the advent of the machinegunsword attack.