Author Topic: new combat style  (Read 13128 times)

lordraleigh

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Re: new combat style
« Reply #105 on: February 10, 2007, 10:23:04 pm »
Gharin rolls a one and knowing Roahn can't hit and run (cheating apparently) he stabs his-self for Roahn.  :lol:

You can do better than that, just use a sword, Gharin, any sword. The only viable weapon now is a pair of sw daggers along with the corresponding skills. That combination is now virtually invincible. In fact, why not change the name to DaggerShift (tm) and just eliminate all weapons except for daggers and long range weapons.

So much for the suggestion that new combat system somehow "emphasizes" character skills.
It in fact destroys it completely.

Eila

It was an uncomplete and partial change that caused more problems from the previous and already flawed one than solved. At least on the previous one you could have a chance of defeating someone with daggers using short swords, although this victory would depend fully on player skills. This current system ignores player skills, but emphasizes player's luck

Lanarel

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Re: new combat style
« Reply #106 on: February 10, 2007, 10:26:16 pm »
seems like the duels will be done the same way as they are in other, lesser, RPGs such as silk road, no skill, only levels. tis a sad sad day indeed.
Instead of assuming how duels will be done in the future, and giving only examples of what you would not like, are there any ideas how it should be done? How would you like to balance player and character skills? Would you like a system relying on how quick you can press a button or how well you could time an action? Could you live with a system where there are less time critical actions, such as selecting which tactic to use (more than offensive/neutral/defensive)? Would you mind there being an advantage to having trained part of many things influencing a fight?
If you go for purely player skill, would you also want other abilities to be character skill independent? How would you balance things.

@Datruth (post to far back to quote):
You seem so sure the vast majority agrees with you. That may be true for the majority of players complaining here, or of all duelers, I don't know. I do know many players will skip a thread that grows this long in a day and gets to a 'me too'/'me not' point. Do not assume to know what all other players think.

That said, it is clear I am more for the character skill side. However, as long as this does not result in an interesting fight (because lack of balance, animation) I do not mind it depending on player skill to make it a bit more interesting. And if in the end it will in some way depend on player skill so more people like it, fine with me. However, I am against moving back in development, just because the state at the moment is not to everyones liking (or the liking of a single person stating his liking is everyones :) ).

My idea of how it would be in the end, is possibly selecting tactic (run more or less, attack or defend, use a special school of fighting) based on what you know are your skills, and how you estimate your opponent. And you may change tactic during a fight (which may take minutes). The outcome  of the fight would depend on these tactics, your stats, many skills, and some randomness. And of course this would be shown in a fabulously animated fight that would make your adrineline go up, while you are thinking, is my tactic working, should I change it.
ALthough choosing tactic seems to contradict character skill, since your character has related skills, you could assume (s)he knows when to use them.

Just my idea, and it is a looooooooooong way from being implemented :)

Volund

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Re: new combat style
« Reply #107 on: February 10, 2007, 10:30:06 pm »
Let me put down the ludicrious rules people
-Dagger first hit, Silverweaves ONE HIT DUEL
-Timing is thrown off completely, cancel attack and that cuts out other shortcuts for magic, potions etc.
-Roll a dice, its probably a better chance
-If you dont like these, to bad, maybe your voice will be heard in the next decade or so [im just kidding]
-noobs with a silverweave pair can kill a maxed all stat hardcore experienced player in a hit without player skill
-No more sneak attacks, face your opponent and have a nice old fashion joust

Have fun ladies and gentlemen!!!

*edit*

Quote
If you go for purely player skill, would you also want other abilities to be character skill independent? How would you balance things.

@Datruth (post to far back to quote):
You seem so sure the vast majority agrees with you. That may be true for the majority of players complaining here, or of all duelers, I don't know. I do know many players will skip a thread that grows this long in a day and gets to a 'me too'/'me not' point. Do not assume to know what all other players think.

yes lanarel we want a balance a compromise, it should be BOTH player skill and character skill, so all are included and everyone has fun, majority planeshift population wants both and is in love with player skill,it gives you pride and a chance to get better

[ Please avoid making one post right after the other in the same thread. Just "Modify" your first post to add more information. --Karyuu ]
« Last Edit: February 10, 2007, 10:33:47 pm by Karyuu »
We all know ylians have the package, the looks, the brain, pretty much all of it, I feel guilty.

bloodedIrishman's alter-ego while stunned by the banhammer.

socia

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Re: new combat style
« Reply #108 on: February 10, 2007, 10:36:02 pm »
I'm not against change, it's good idea to do changes in combat because the old was bad, but this new is .. vengeance sorry but worse. Reason? Continual stance makes it pure random who hits or not and I tried to use stop attack stance what worked better (I'm happy that instant hit isn't there anymore) but 'wall' or 'teleport' bug remind, so fix was only on instant hit and to ruin idea. I accept that devs don't like people fighting in hit&run style but it was logical way outgoing from syste, I'm sure that people will find sme way on this system and again they will do the same [actualy I already fought against npcs in hit and run way and it's same, so you only ruied duels].

Why I'm leaving? not cause of change but cause of respond of dev team on players opinions. I was recomended to leave if I don't like the change, so I left. Sorry Talad but this game will never be linux of mmorpg if developement will work this way, noone know what are people working on, noone knows what changes are going to happend. This game is like others proprietary games, but it's just free and you can compile it.. whey!!!  Anyway I hope that you won't stop, it's hard to be dev, you always have to listen to people weeping about changes...


lordraleigh

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Re: new combat style
« Reply #109 on: February 10, 2007, 10:38:45 pm »
Socia, The game itself is proprietary . Only the engine is GPL.

There's little difference between freewares and this Game(as a design) besides the fact the source code is open.
« Last Edit: February 10, 2007, 10:40:23 pm by lordraleigh »

Shakilai

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Re: new combat style
« Reply #110 on: February 10, 2007, 10:39:42 pm »
I haven't seen a single dev reply in this thread and tell you that you should leave if you don't like the change. There have only been player responses so far.

Gharan

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Re: new combat style
« Reply #111 on: February 10, 2007, 10:42:08 pm »
She wasn't on about the forum she was talking 'bout IRC  ;)

@Socia re-consider please we will miss you if you don't return [and the message you left on guild got cut-off ::)]

Shakilai

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Re: new combat style
« Reply #112 on: February 10, 2007, 10:42:49 pm »
What happened on IRC?

lordraleigh

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Re: new combat style
« Reply #113 on: February 10, 2007, 10:44:43 pm »
Easy to guess:

"Suck it up, you're testers!"

or:

"The dev team and Talad do whatever they wish, if you don't like, leave. It's their game, not yours"

or anything on those lines

Shakilai

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Re: new combat style
« Reply #114 on: February 10, 2007, 10:45:50 pm »
That sounds like it would come from other players, though.

chazarus

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Re: new combat style
« Reply #115 on: February 10, 2007, 11:01:13 pm »
silkroad online FTW!!

got five spaces open in my guild sparta server!!!
« Last Edit: February 10, 2007, 11:03:49 pm by chazarus »
If you see me in game please duel me so i can kill you...

drah

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Re: new combat style
« Reply #116 on: February 10, 2007, 11:02:16 pm »
You want something useful and constructive. I'll say it again..

- The attack-flooding could have been resolved with a client-side timer to stop attacks being sent to the server.

- The not being able to attack behind oneself is considered good by quite a few of the experienced duellers.

- The fact that the attack-flooding has stopped has helped reduce lag a little as well as sort out the 'pushback' bug.

===

That's the positive/constructive. 

But the auto-repeat-attack, the inability to attack to the side (at least) and how this complicates PVP, especially making timing awkward are all negative points according to a majority of those I'd consider keen and active duelers.  It's taken a large part of the player-skill element out, the bit that made dueling an artform almost... and made it exciting for those that were experienced in it.
« Last Edit: February 10, 2007, 11:10:50 pm by drah »

Datruth

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Re: new combat style
« Reply #117 on: February 10, 2007, 11:10:12 pm »
I haven't seen a single dev reply in this thread and tell you that you should leave if you don't like the change. There have only been player responses so far.

Wanna know why? Cause they made a mistake and there is no excuse, no backdoors, no loopholes.

WANT THE ANSWER!!!!!!!!!!!!!!!!!!!!

HERES your answer:

GET rid of Venge's Crap and Revert back to the old system, done.

No offence.
Anyone Agree?

~~Datruth
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Shakilai

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Re: new combat style
« Reply #118 on: February 10, 2007, 11:13:37 pm »
Dude, seriously - why don't you try posting without any hostility here? There are people who made some really good posts (Lanarel especially) and then I see you spazzing out, and it just completely turns me off from wanting to listen to what you have to say. How can you post what you post, and then say "no offence"?

Rongar Elani

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Re: new combat style
« Reply #119 on: February 10, 2007, 11:16:11 pm »
Okay, so does the devs plan to have a fighting system, relatively (or more than relatively) compareable to star wars KOTOR in the end? If you dont know KOTOR; or how the fights there looked like:

http://www.youtube.com/watch?v=GWv8QjZJnAA


If you have seen this video, you might think "yea, those fights looked nice and realistic" but let me tell you, I have played KOTOR I&II, it was a nice RPG, but that was about it: "nice". The fights in KOTOR looked really cool IMO and some of them took a few minutes in which you could enjoy the nice movements of your character, but, you havent done much, to make the fights look like this. If you told your character to attack just once, by clicking one simple button, the game repeated your command, until the fight was over, or until you decided to do something else (like using the force, throwing grenades, whatever) The fact is, if you wanted, you could go and make yourself a cup of tea in the meantime of the fight, because, due to the repeatedly autoattack (compareable to the one PS has now) the game did all the actions FOR you, it wasnt really YOU, who made the fights, nor was it you, who made them look that nice and real. Like i said, I liked KOTOR, but I was so bored, due to this fighting system, i played all my party members simultanously and told them, what action to do next, in order to have something to do, during a fight. Now, here in PS, if the combat system would be like the one in KOTOR in the end, reduced to only one player to steer around, there wouldnt be much more fun in fighting or dueling, than to choose a simple tactic, by clicking a button every now and then, and to watch the game doing the fight for you. If that is really, what PS is about to be like in the end, im not sure, if many players, including me, would have so much fun in dueling, like they would have, by letting the PLAYER fight, and NOT the game.

Just my two tria

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