Pain for the People!

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Cabbage
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Pain for the People!

Post by Cabbage »

While slaughtering pigs, I was thinking of past characters and how many times I was able to elude Troll's Bane's jail cells (among other things) by merely running as fast as I could. Even though I was often laden in heavy armor and got hit a few times to the back, I was able to escape by winding my path through difficult areas.

So, my suggestion is, why not have how fast you go dictated by, among other things, your health? This way, a chase can be ended after someone has been struck so bad he can no longer move as fast as the other party. And, this allows further things to happen. When someone is injured and cannot run away any longer, it is easy to, not only send him floating to the cross, but to jail on the spot.

Just my thoughts.
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Llama
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Post by Llama »

Good idea.
It'd also end the stupid "#me pushes the person into the ground" "#me dodges" "((ooc: whining)) problem.

IMHO even damage should decrease, till a point when he really is.. helpless.
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Dantagon Marescot
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Post by Dantagon Marescot »

That is a proposal I will gladly agree with. Only one problem though. What about the endless people who drink ten million potions per fight? This could make then almost invulerable to this idea.
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Cabbage
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Post by Cabbage »

Dantagon Marescot wrote:That is a proposal I will gladly agree with. Only one problem though. What about the endless people who drink ten million potions per fight? This could make then almost invulerable to this idea.
When you drink a potion you need to stop (You cant do ANYTHING or be attacked) for a few seconds. Unless you sneaked in a time by pausing and saying ((BRB BATRHOOM PLS)) and then drank, you should be able to easily catch up with him before he can finish.

I figured that it would go like this:

Health - 100% - 75% - 50% - 40% - 30% - 20% - 10%
Speed - 100% - 90% - 75% - 60% - 40% - 20% - 5%

Make sense? I always thought 50% would be how someone would feel after a good brawl in a bar, throwing stools at each other and beating blood out each other's noses. After that, it's edging on lethal.
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ogerawa
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Post by ogerawa »

Just something to consider... When you are training with NPC.... you won't be able to run away from them unless you have 100% health... which most likely... will kill whoever that's training. And... a duel... will result death as well unless you start to run away... much much much earlier than what we are having currently.

Basically... it would be extremely hard for beginner fighter to start... their career... when they doesn't have much armors... which means they get beaten a lot and.. then they can't escape from the monsters.
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Estralis Seborian
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Post by Estralis Seborian »

While I somehow like the proposal, I want to point out the 2nd side of the medal: If a hurt person is slowed down drastically, one will face many more deaths in PvM. Also, escaping from a PvP-fight is, at least for me, a vital aspect of this game. I mean, if a char gets ambushed by a thug and loses some of his health, he'd be doomed if slowed down drastically.

But I still think this could add something to the game. Your numbers are... not what I would do... So, this is what Estralis Seborian would do:

-Make walking speed depend much more on agility than it is now
-Give badly hurt chars a penalty on the agility-value (not: decrease the attribute) in this calculation
:arrow: A fast but hurt char can still escape a slow and unhurt character, including monsters

As a rough idea, I'd start slowing down character not before 50% HPs lost and a real effect should be noticable not before something around 25-20% HPs.

Edit: Oger was faster ;-)
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Cabbage
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Post by Cabbage »

If you are training and go less than 50%, you're a fool. And if you DO run at 50%, you'd go.. say.. 3 squares a second instead of 4. You shoulden't be training on anything able to drop you 50% in the few moments it takes to get away.

Also, the walking system goes like this, in the instance of a duel:

B= Battler
Y = You

[Y][ ][ ]

Since you've been standing, you can automatically move to the next tile. As soon as you press the arrow key, your position is:

[ ][Y]

As the animation continues, you're 'cooling down.' Once that cool down is complete, you're free to continue with actions. The cool down speed will be affected. You can still back away from the duel without dieing.
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Cabbage
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Post by Cabbage »

Estralis Seborian wrote:-Make walking speed depend much more on agility than it is now
-Give badly hurt chars a penalty on the agility-value (not: decrease the attribute) in this calculation
:arrow: A fast but hurt char can still escape a slow and unhurt character, including monsters

As a rough idea, I'd start slowing down character not before 50% HPs lost and a real effect should be noticable not before something around 25-20% HPs.
You win.

Someone go get Nitram and make him make this.
Baiyan Trading Company
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Post by Baiyan Trading Company »

Wenn wir die "Laufgeschwindigkeit" wirklich stark von der Agi abhängig machen haben die Krieger NOCH ein attribut mehr auf das sie nicht verzichten können. Und die brauchen (anders als alle anderen Jobs) jetzt schon mindestens 5 Attribute einigermaßen hoch: Str, Konsti, Gesch, Wahrn, Int. Viele legen auch noch Wert auf Will. D.h. es gäbe dann praktisch nur noch ein einziges Attribut auf das die Krieger verzichten können, während andere Jobs (Handwerkern) zwei bis drei Attribute, nämlich Gesch, Str, Int vollkommen reichen.
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Cecil de Yovenn
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Post by Cecil de Yovenn »

What would also be needed is a slowdown for heavy armors. I don't know how easily this can be done, but the idea sounds quite easy after all:

It's nonsense that some warrior in full plate can hunt down someone only wearing a shirt. No matter how strong you are, you wont be able to move very fast in a heavy metal armor, only considering the links.

That would, of course, make the life of a thief easier. On the other hand it would give things like chainmails or leather armor a use. Those are mostly used because of RP-reasons, because they will always lose against some heavy armor in battle (if the skills are even).

The slowdown wouldn't have to be hard like on mountain ground, a little would do fine I guess.

Additionally this could be combined with the strengh of a person. Stronger people would be able to move a little more in heavy armor than weaker people.
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Cabbage
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Post by Cabbage »

The slowdown on mountains and forest grounds are horrid. I hate adventuring anywhere without a road because it takes 30 seconds to move.
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Estralis Seborian
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Post by Estralis Seborian »

Baiyan Trading Company wrote:Wenn wir die "Laufgeschwindigkeit" wirklich stark von der Agi abhängig machen haben die Krieger NOCH ein attribut mehr auf das sie nicht verzichten können. Und die brauchen (anders als alle anderen Jobs) jetzt schon mindestens 5 Attribute einigermaßen hoch: Str, Konsti, Gesch, Wahrn, Int. Viele legen auch noch Wert auf Will. D.h. es gäbe dann praktisch nur noch ein einziges Attribut auf das die Krieger verzichten können, während andere Jobs (Handwerkern) zwei bis drei Attribute, nämlich Gesch, Str, Int vollkommen reichen.
Better use INT, PER and WIL as dumpstats, AGI is as important as DEX and STR for most fighting actions... -> AGI is NOT a dumpstat for fighters!
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Taeryon Silverlight
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Post by Taeryon Silverlight »

You need perception to actually hit someone, you need int if you don't want to learn like 1 skill up in 5 hours and you need will if you don't want to get killed by a single skeletonmage. Consti is needed for healthbar, agility for aspd (makes a very, very, VERY small difference, which is, why I mostly don't put it higher then 8 or 9) and you need str to give power into your hits, while perception increases your chance to dodge and hit.

Now let's look at a crafter: Str to carry a lot of things, dex to produce better quality, int to learn fast. As a dwarf, you can have maximum dex, str, per and int.

Look at a mage:
Int for much power (at least I think so), essence for much mana, will for high magical resistance. you can still (if you're a human) have 16 const after taking maximum int, ess, will.

I mean... Let warriors actually need 7 attributes while other classes need three or four? THAT's a bit dumb I'd say
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Cabbage
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Post by Cabbage »

You left off Essence.

Mages need all 5 of those, and then (surprise surprise) are weak in the other areas. A good warrior can kill a mage in a few hits.
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Taeryon Silverlight
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Post by Taeryon Silverlight »

mages need three attributes (and I counted essence), four if you count consti. Anyway, I don't want to flame mages (actually my main char is one), but I don't see a reason to make the attribute-thingie even more complicated for warriors than it is allready.
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Salathe
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Post by Salathe »

Cabbage wrote:If you are training and go less than 50%, you're a fool.
theres a point when the only thing one can train on to actually get experience, is something that will drop you to below 50%
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