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Posted: Mon Mar 27, 2006 6:01 am
by Poots
actualy, Ive had looooong fights, like 2 or 3 minutes.


I think this would be nice, but only slight differances in the speed. no turtles and stuff. say your a turtle walking back to troll's bane from varshikar. be prepared for a hell of a long walk!

Posted: Mon Mar 27, 2006 6:27 am
by Arameh
Well, to be like a turtle like i said is below 20% if i remember, you dont get tha down by training, until getting a crit. Then your character should be hurt badly, then he woulnt logically make a super long walk.

Posted: Mon Mar 27, 2006 6:35 am
by Cain Freemont
I really.. didn't know what to think of this suggestion at first. It seemed a bit airy, or implausible. But I've come to like this suggestion. It really helps in situations where RPers are running to the end of the map just to get away from someone, while supposedly bleeding profusely.

Posted: Mon Mar 27, 2006 7:06 am
by Durgin
Besides if you were injured and walking from Varshikar to Trolls bane you would have time to heal a little bit along the way. The only real purpose of this is to set more mandatory rp for battles.

Posted: Mon Mar 27, 2006 10:04 am
by Aristeaus
Arameh_ wrote:
Caeldrian wrote:It's a just a bad idea, people are seemingly forgetting this is a 'game' and the idea of a 'game' is to have fun. Creating more and more potentially frustrating 'penalties' will take away from the 'fun' of the game, thus making others not want to play it, thus ending the game as it loses it's playerbase.
Losing 4 helmets to beat someone, and that he flees and you never catch him, is frustrating.
I find people who wear 4 helms in a single fight frustrating. And as to the chase. You can catch others, my characters have been hunted down enough time to know.

Posted: Mon Mar 27, 2006 10:19 am
by Keikan Hiru
This proposal is still horrible, no matter how you change %-numbers.
If loosing a specific number of HPs means, that your character is doomed to die and the player is unable to do anything, thats simply no fun at all.
I don't want my character to die, just because I lost 100 of 200 maximal HPs.
I want the option that my character is able to realize he is going to lose and able to withdraw from battle.

What is annoying you, is not that somebody can run away.
No, you are annoyed because they can run unlimited far away.

Propose a "Fatigue-System" where carrying more than 0 points of weight adds to a fatigue counter that forces your character from time to time to stop and gasp for air.

This will stop our shining knights in bulky armor to break records in marathon,
but allows my character to still run away when I am about to lose a fight.

Posted: Mon Mar 27, 2006 7:11 pm
by Bloodhearte
*Gives Keikan two cookies* I like that idea a lot.

Somewhat off subject, but any chance of slowing down the NPC monsters? It seems that if you encounter a bandit that's stronger than you, you're guaranteed to die because he rides right behind you the whole way.

Posted: Mon Mar 27, 2006 7:32 pm
by Fooser
Arameh_ wrote: Losing 4 helmets to beat someone, and that he flees and you never catch him, is frustrating.
Uh oh, you better powergame some more so you can finish them off quicker, and if not, bring 10 helmets and no less!

Posted: Mon Mar 27, 2006 8:05 pm
by Bloodhearte
Yes, the multiple helmet thing is just a tad bit on the completely-re-freakin'-diculous side. Maybe helmets shouldn't break so much all the time.

Posted: Mon Mar 27, 2006 8:07 pm
by Fooser
Exactly, helmets, and especially gloves. Sometimes they break in three hits, what is the point of that?

Posted: Mon Mar 27, 2006 8:25 pm
by Bloodhearte
Who knows? They might be made of paper, or glass.

Posted: Mon Mar 27, 2006 9:21 pm
by Estralis Seborian
Fooser wrote:Exactly, helmets, and especially gloves. Sometimes they break in three hits, what is the point of that?
It's a bug that was never corrected. Will be fixed with the new fighting system. The whole breakage system does not work properly, neither for armor nor tools.

Posted: Mon Mar 27, 2006 10:31 pm
by Poots
oh, at least it will be fixed in time. new fighting system? you guys must be workin hard....yay for you!

Posted: Mon Mar 27, 2006 10:51 pm
by Siegfried Schtauffen
I know that it adds to the realism that it SHOULD break.
But it really pisses me off when my 20,000 copper armor breaks out of nowhere.
( I don't really have a 20,000 copper armor, I am just using it as an example. )

Posted: Mon Mar 27, 2006 11:05 pm
by Bloodhearte
Realism is cool, to a point. Like, when you accomplish a mission on a realistic basis without leaning too much on fantastic stuff. But real to the point where stuff breaks all the time - that's kind of a pain in the cerebral area of the head.

Posted: Mon Mar 27, 2006 11:19 pm
by Poots
to fix the otion drinking problem, could it be made so that you can't drink a potion if someone has you as a torget or something?

Posted: Mon Mar 27, 2006 11:32 pm
by Bloodhearte
That's not a bad idea there.

Posted: Tue Mar 28, 2006 2:51 am
by Arameh
Can we get back on subject? As for your "fatigue system", the lighter warriors would always be able to flee, and the heavier would always be catched, your idea is "horrible" :roll: . And it dosent change that your light warrior would run marathon when near death eh? If you want to criticise give constructive ones, not just"horrible" for no good reasons, if youre too dumb to go rush in things stronger than you if this get implemented, then thats your problem, just dont write it on this post.


PS: Sorry for being rude to Keikan, but things like that piss me off badly.

Posted: Tue Mar 28, 2006 3:29 am
by Poots
calm down, I'll bet none of this gets implemented. it's just an idea.

it would make sense that light people get away and someone in a full suit of armour doesn't sprint off. so it is realistic in a sense. not saying I like or dislike it yet though...

Posted: Tue Mar 28, 2006 4:11 am
by Arameh
Yeah, im not agaisnt that, but this is not the subject of my suggestion, my suggestion is about running speed when we are wounded, not when we are heavier. And in fact, we are slower when heavier, with mining stuff and all, but just no with armors, it takes lot of weight to get slowed down.

Posted: Tue Mar 28, 2006 7:38 am
by Keikan Hiru
Just because I don't like your proposal, and think I have a much more clever idea to solve the things that tick you off, means I am posting off-topic and I shouldn't continue to write here ?
Sorry Mister, not going to happen, during discussion one has to accept that there are counter-proposals and not just support or rejection of ones proposal.

First of all you have to step back and realize these huge flaws in your system.

If event X is triggered, the player loses control over his character.
He/She is bound to see the character stuck in battle, and with that most likely to be killed off.

This is no fun.
And Illarion wants to be fun.

Ideas like this are remembering me of the old Paralyze spell, where your character is immobilized when you got struck by it.
I think a good majority will agree to me, that it wasn't fun at all to look your character been either burned away by spells or hacked away while being hold by the Paralyze spell.

And exactly something like this is in essence your proposal.

You would like to force other character to stay inside a fight, if event X (loss of HP) has been triggert.

Secondly, you said we should stay out of battles with enemies stronger then our characters.
The question is: How do we realize that ?
No character is running arround with a little index next to his head displaying his DPS (Damage per Second) against my character.
Agreed, most likely do we see that a huge demon is probaly stronger then my character, but does this apply to "Someone (14457331)", or the NPC bandit over there ?

Information flow during the fights towards the player is at the moment rather small.
I neither do know estimated HPs of my opponent, I don't know how much damage I do, I don't know when my own equipment is about to break (or even took damage).
There are so many variables deciding the result of a battle that a player simply does not know and will never be allowed to know.

Unfortunatly your proposal narrows the time window to realize, for the player, how the odds of a fight are.
'Ugh, I lost already too much HPs. Now little Keikan is too much slowed down to even remotely stand a chance to flee. Might aswell go in the kitchen and make a cup of coffee.'
... or log out.
The next parallel to the old "Paralyze-Problem".


My proposal does not have this flaw, because the reason for not being able to flee is soley in players hands.
If my character decided to wear the heavy armor for todays slaughtering in the Halfling Village, he has to accept that he cannot move too far with it, when danger gets to big. Thats the cost for being better protected during a fight.
He still can retreat from battle, but probably only arround the next corner where he is forced to stop and take a deep breath before he can move on.

If he would have taken the light Hunting Armor(, since thats what you do with Halflings anyway, hunt them).
He sacrefies protection for the better chances to get out of a battle alife.

At the end of the day only my character would be to blame when he lost a fight, because of his wrong decission, and not a stupid and imbalanced fighting system that takes away the control of my character when I stand there for too long and taking hits.

Posted: Tue Mar 28, 2006 8:36 am
by Dónal Mason
Light armour should allow you to be more mobile than heavy armour. You say heavy armour users will always be caught. But they have better defence, and as such, will need to run away less than light armour users. A tired character who has been fighting for a while in heavy armour is going to be more at risk than a character of the exact same stats and skills with light armour, since the character in light armour has sacrificed defence for mobility, as as such will be able to retreat.

Arameh, Keikan only suggested an alternate system because he found yours to be quite...lacking.

Posted: Tue Mar 28, 2006 1:52 pm
by Miklorius
Some comprehensive thoughts and ideas for running and fighting (partly mentioned by Keikan or poots):

1.) I prefer a seperate "running mode" for time-restricted running. The normal walking speed seems quite equal for all non-overloaded characters, but this running speed should based on suitable attributes, food/endurance, wounds and carried weight (incl. armor) and costs at least food/endurance.
A strict wound-based system isnt practically and also in "my" system wounds shoulnd have a great influence on running speed.
NPCs/Monsters should have a simplier running system or a home district; it is not very realistic that a troll follows you into Troll's Bane.
Variants: a) Time for being able to run is equal for each character, but speed differs. b) Speed of running is equal for each character, but time for being able to run differs.

2.) It is right that the actual fighting system is quite simple and offers too less feedback. I dont know what the makers are planning for the new system (fighting maneuvers...?), but here me thoughts:
Helmets seem too strong at the moment as mentioned above. I am quite invulnerable, suddenly my helmet breaks apart and immediately I get heavy damage?!
You should only drink Potions or change armor if you are not in fighting mode - every hit you get then does more damage.
Hits from behind should make more damage in general.
More Feedback of your successes in a fight, maybe throw different hitting animations?

3.) A big lack in the new Client is the in general slower movement reaction. You can't really make exact and instant moves/maneuvers; it takes forever until your character starts walking.

Okay... this is all very technical and not very "RP'ish", but I think that mostly this themes couldnt be done very well trough RP (just because of typing speed): If a robber partly tries to raid me (not from behind), I wont start typing and risk to get killed. I'll run - or attack myself.

Posted: Tue Mar 28, 2006 2:55 pm
by Markous
Dónal Mason wrote:Light armour should allow you to be more mobile than heavy armour.
It allows you to be more mobile in the new system.

I am not aware though, if the new fighting system is already implemented, or it will be implemented when the server is updated.

Posted: Tue Mar 28, 2006 6:57 pm
by Bloodhearte
Basically Arameh, your proposal only favors the guys who already (technically) won the fight, and this proposal would punish the players of characters that aren't better skilled. That's a major jackboot in the groin right there, especially in the "fun" department.

Posted: Tue Mar 28, 2006 11:18 pm
by Arameh
This idea is good and all, i know that someone wearing a heavy armor shoult get tired more easily. But still, when 2 peoples duel, and its unfriendly, if the one with the light armor lose, then the one which his armor is a bit heavyier, will never catch him, even if the light armor guy is badly injured. In fact if injury dosent do anything, then everyone will be wearing light armor, cause they will know they CANNOT get killed by an armored guy, and already the light armors will give more evasion, and stuff like that. So in fact, you tell me that you want heavy armors to be useless in pvp, since there is no point in attacking a player just to psee him flee. And what about the mages? They wear light stuff you know, so heavy warriors will never catch them, because they are slower? The mages then just take a good distance, send a fireball, take more distance, send another fireball, take some distance, send a fireball, and poof, no more heavy warrior.

Posted: Tue Mar 28, 2006 11:23 pm
by Retlak
Arameh has made a wonderfull point! *claps* 10 points to Kallahorn.

Posted: Wed Mar 29, 2006 4:55 am
by Bloodhearte
What's wrong with the turd running off after you beat him senseless? That's a win in my book. Why is it so important that he must "poof" into a cloud?

Posted: Wed Mar 29, 2006 4:57 am
by Fooser
To lower his skill and takes his things, obviously!! :roll:

Posted: Wed Mar 29, 2006 5:00 am
by Bloodhearte
Yeah, I figured that much out.

But seriously, if he runs, there shouldn't be anything to worry about for the rest of the day. I mean, if the punk returns just after you beat him up, that's crappo RP...in which case you'd notify a MOD and he be dealt with. Hopefully.