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more thoughts on length of fights

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Posted by Poetry on 03/06

At least you all agree that fights are just too short. Any ideas on how to make them a little longer? As far as unclanned are concerned, I agree that fighter types are way tough against mobs, often killing same level mobs in a couple round, with little or no hp loss. A little adjustment to help out pkill, wouldnt hurt any unclanned... And Blackthorne pointed out that the majority of legend is not pkill, but if you think about it, each player is only allowed one pkiller out of all his/her characters... if you count all the "Players" that have pkillers, and eliminate all the RPers only, which arent as concerned about the fight system... you get a major. Of course Im not sure, but saying that pkill is a minority of the crowd here is just wrong. Im so happy that people agree about the short fights.. Nothing made a good point about elbow.. the fights just being too short to go for a disorient. Disorient is such a cool effect... but if you use a 6-7 rounds to get it to click, then you lost the fight.. choke, warcry, elbow, are all skills that arent used mostly cause of the shortness of fights. In addition to that, a lot of hard work on coding by imms that never gets used. I still favor getting rid of all damage items, hit items, and hp items. Ill have 334 hps like I should have. People would be doing less damage and fights will overall last longer. Backstabs could stay the same giving a much needed boost to snipers, and damage and healing spells might have to downgraded a bit. I dunno, 334 sounds low to me, if what I wanted was longer fights, but 24 damageroll max sounds good to me. Im content that at least people agree that fights should be longer. One day, I will have the combat time to do more than just stun and damagespells. Im actually getting bored of it a little, maybe Ill perma and make some weak unknown lowbie newbie type.

From: Lagmonster Thursday, February 24, 09:50AM Just make a well-known weak newbie lowbie type. You get to pk a lot more that way.

From: LadyAce Saturday, February 26, 01:05PM I know this won't solve everything you're mentioning, but it might help in a small way -- what would you guys think of a very small lag on prep spells like weaken/idiocy/etc.? I think these spells are way underused, and decreasing the skill lag might help with that. -LA

From: Lagmonster Sunday, February 27, 11:03PM A smaller skill lag would overpower those spells, since they can be cast invis as is, without the caster having to fade in. Cast within movement spam of pretype, they can be prepped just as well. The problem with those spells are that they're not too useful again st players who can zoom into inns real quick and just rent them out, but even that has the downfalls of logging in and being completely susceptible to just about everything in the game. (trying to rent off shoot blind, for example, is a bad idea since you are both susceptible to bs AND blind now) And it isn't the lag on those spells that make them underused, it's just that they're not worth casting compared to the same mana spent on cure crit or even cure light... or damage spells.

From: Lagmonster Monday, February 28, 12:30AM To make those spells more useful, they should be increased in effectiveness and decreased in duration. It would be interesting to code them in two categories, one as prefight and one as during fights, with differing results. Prefight preparation spells would work just like they do now, but cast mid-combat, those spells should be more powerful -- weaken spell automatically having a chance to disarm, mind vs str, idiocy spell simply halving the number of swings for 1 round, clumsy disabling any dex-based effects (dodge, tumble, balance, juggle, acs, and kick, choke) for 1 round, etc. They should still retain their spell lags, and with that it'll make those spells much more interesting to use. Of course, if ppl manage to flee just as the spell is cast (with flee command instead of wimpy) they'll prolly not be affected much since 'combat' will end... Just a thought

From: Forsaken Monday, March 06, 08:40AM I just realised something bout this.. We had the equivelant of around 1000 hps with sancs in the past, mobs weren't changed when they were yanked, why can't we simply be given back like 50% of what was taken away in the first place.. Ie. around 800 hps at 100 con.

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