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A suggestion

Posted: Sun Mar 26, 2006 5:07 am
by Arameh
Well, i think we all know that chasing someone is kinda useless right now :? . Since everyone runs the same speed, chases are but endless lost of time, it nearly is impossible to catch someone. So i thought about something. Maybe we could make that injured character, run slower? Here could be a good example of what it could be:

Hp 50-100%=Normal speed
Hp 40-49%=A bit slower
Hp 30-39%=Slow
Hp 20-29%=Very slow
Hp below 20%=Bob the turtle

It would make realism as well, as thoses that are near dead dosent sprint off.

Posted: Sun Mar 26, 2006 5:13 am
by Caeldrian
If a character that runs of whilst supposedly injured, then it's bad rp.

As for implementing such a thing in game, i beelive it would be a bad idea. It would eventually get incredibly frustrating (say you eat to much food in the middle of nowhere).

As for not being able to catch players like theives etc I do not mind, unless of course it turns into a chase around the shop which i witnessed earlier (that is a tad ridiculous).

Posted: Sun Mar 26, 2006 5:20 am
by Deinarious
I like it.

Posted: Sun Mar 26, 2006 5:25 am
by Arameh
You dont seem to know much about chases, you ever been in one? Why do you think there are so many fights in town? They dont care if they lose their fight, they will just have to flee when its finished, then they lose nothing, and will do that the day after etc etc. Also, when you fight someone, want him dead, lets say you both start fighting, the other one lose, why would he care? you cant chase him, he runs off laughing. I may have never been chasing anyone for long, but i know its damn annoying to chase someone 20 minutes, and never catch him. As for eating food, it removes around 1/8 of healt, so it dosent go lower than 50%, so it dosent slow you up.

Posted: Sun Mar 26, 2006 5:30 am
by Delakaniam
Caeldrian wrote:If a character that runs of whilst supposedly injured, then it's bad rp.
Well, I don't see it that way necessarily. Even if you're hurt, there are good chances that you'll at least try to run. At that point, you'd probably rather run than fight back anyway.
Caeldrian wrote:As for implementing such a thing in game, i beelive it would be a bad idea. It would eventually get incredibly frustrating (say you eat to much food in the middle of nowhere).
How does eating relate to any of this (O.o) ?

In me own thoughts, I think this proposal makes sense, if it's possible to implement. One of the only major cons I see is that it's gonna suck when you're running from monsters. With every hit, you get slower.... and slower..... (o.o) .

Posted: Sun Mar 26, 2006 5:39 am
by Arameh
Haha, yes i must say, but it will make peoples be more careful, and not just run in a bunch of them.

Re: A suggestion

Posted: Sun Mar 26, 2006 10:07 am
by Nitram
Arameh_ wrote:Hp 50-100%=Normal speed
Hp 40-49%=A bit slower
Hp 30-39%=Slow
Hp 20-29%=Very slow
Hp below 20%=Bob the turtle
I like this somehow. But to do this, server changes are needed. So don't think this will be realized pretty soon.

Nitram

Posted: Sun Mar 26, 2006 3:35 pm
by Shandariel el Lysanthrai
Problem:

The current characters running away are those drinking dozens of potions while being in fight. So a slower running when having less hp makes by them no sense sinse they just drink potions until they can ran normally.

Posted: Sun Mar 26, 2006 6:35 pm
by Miklorius
I support some kind of running speed system.

In generel, movement in Illarion is not quite fast and especially on rough undergrounds and maybe overloaded moving can be a pain the arse.

Maybe implement a real "running mode" which speed and/or duration depends on your food/endurance grade and your attributes?

A strict connection of moving speed to your health is not the best way!

PS: Moving speed/chases via RP is a bit illusive...

Posted: Sun Mar 26, 2006 6:55 pm
by Belgram
I think using food meter would be better as it lowers when you get hurt and lowers when you've done alot of work. It'd make sense.

Also, I think running should take a little (Little) amount of food away.

Posted: Sun Mar 26, 2006 6:58 pm
by Arameh
Well, the problem would be everyone would add agility as points, its already very useful. I think maybe both together, running speed depending on some stuff, a running and walking system, that when we run too much we get tired, and the suggestion i made, that would be great i think, bit maybe hard to program.

Posted: Sun Mar 26, 2006 7:04 pm
by Pocal
[quote="Arameh_"]a running and walking system, that when we run too much we get tired[quote]

So you want the Runescape running system?

Posted: Sun Mar 26, 2006 7:19 pm
by Caeldrian
Delakaniam wrote:How does eating relate to any of this (O.o) ?
Sorry, should have made that clearer, if you eat to much you get the message *you ate too much and were sick* and lose some health, a crude example i know, but the only one i good think of.


Edit: and i meant if a injured character sprints flat out then it's bad rp.

Posted: Sun Mar 26, 2006 8:41 pm
by Aristeaus
Bad idea.

If a new character gets hit by a NPC they wont have a chance to survive.

Re: A suggestion

Posted: Sun Mar 26, 2006 9:54 pm
by Siegfried Schtauffen
Arameh_ wrote:Well, i think we all know that chasing someone is kinda useless right now :? . Since everyone runs the same speed, chases are but endless lost of time, it nearly is impossible to catch someone. So i thought about something. Maybe we could make that injured character, run slower? Here could be a good example of what it could be:

Hp 50-100%=Normal speed
Hp 40-49%=A bit slower
Hp 30-39%=Slow
Hp 20-29%=Very slow
Hp below 20%=Bob the turtle

It would make realism as well, as thoses that are near dead dosent sprint off.
That's what I was thinking when I first joined.
I think that to prevent people from running off, we should make these speeds.
Very nice idea, Arameh.

Posted: Sun Mar 26, 2006 10:26 pm
by Arameh
Aristeaus, look in the whole post before criticizing. And for bad RP, everyone does run off when someone want to kill them, whatever good or bad RP, everyone does it.

Posted: Sun Mar 26, 2006 10:32 pm
by Keikan Hiru
Bad idea.

This just means auto-death for every character dropping under 50% hp.

Posted: Sun Mar 26, 2006 10:38 pm
by Salathe
supposedly when the update comes being hit from behind deals 5x more dmg, or so im told.

I've chased people before and i can always hit them a few times, catch up, and hit them again. So when this extra dmg from behind thing comes, i think it will be easier

Posted: Sun Mar 26, 2006 10:52 pm
by falco1029
from what ive seen agility has a minimal affect on speed as well. My thief is definitely faster than Ules.....

Posted: Sun Mar 26, 2006 10:57 pm
by Caeldrian
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.

Posted: Sun Mar 26, 2006 11:55 pm
by Poots
I do think we desperatly need a change in speeds.

don't know about the programming involved, might want to consider that.

I like this Idea, but I think npcs, should go slower than us, and the change shouldn't be as bad as your saying. 20 and below should be slow. not turtle slow though.

Posted: Mon Mar 27, 2006 12:20 am
by Arameh
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.

Posted: Mon Mar 27, 2006 1:46 am
by Karguk Inkathurg
I think it's a pretty good idea because if someone's badly injured he is still going to make it to some town.

Posted: Mon Mar 27, 2006 1:51 am
by Pocal
Ghosts, since thye have 0 HP, would take forever to move...and thus, you'd lose a good amount of skill before gettin res'd

Posted: Mon Mar 27, 2006 2:26 am
by Arameh
Ghosts would have a normal moving speed.

Posted: Mon Mar 27, 2006 2:32 am
by Bloodhearte
I say stricter rules on properly roleplaying fights should be made, with rulebreaking being a first time warning and a next time banning. No drinking potions while fighting for example.

For fleeing...roleplay as you see fit. I say if the fight was unprovoked by the victim, it isn't really fair to not give him a running chance. If he was asking for it, let him have it.

Posted: Mon Mar 27, 2006 2:47 am
by Arameh
If he only wanted to run, he woulnt have the time to get half healt. As rules, i already see everyone calling on GMs, lot of peoples play without looking in the forum for rules or whatever.

Posted: Mon Mar 27, 2006 2:57 am
by Bloodhearte
Then tactifully tell the person to obey the rules. If not, let the GMs deal with them.

Posted: Mon Mar 27, 2006 3:07 am
by Arameh
...Look, no one will let himself killed, and risk the lost of their armor, that may worth a lot. I have an armor that may worth around 20 000 coppers, and no characters would let themselves lose it, none. I dont want to be asking GMs each time i see someone running off, it annoys them, it annoys us, it annoys the one who gets banned, thus its annoying. The system i proposed will make peoples be more careful, and there will be less useless fights in which in the end no one dies.

Posted: Mon Mar 27, 2006 5:52 am
by Durgin
Besides how long does the longest fight in illarion last? five...ten seconds? How could you rp much of anything in that time? By the time you type the rp for running away or whatever you would be a ghost. I think Arameh's idea is fabulous.