Streamlining Combat

by Estarra

Back to Common Grounds.

Xenthos2009-11-20 01:32:42
QUOTE (Gregori @ Nov 19 2009, 08:28 PM) <{POST_SNAPBACK}>
Hmm let's see... Should we take the experience of the primary druid fighting inside of Choke as to how choke affects druid combat... or should we take the experience of druids who haven't fought in choke or barely ever fought in choke as the 'voices of wisdom' as to how choke and passive lust inside of it affects druid combat.

Do you go to your mechanic for medical advice cause he once did his own stitches too?

Honestly, I would do some research to find who the best doctor was who had the most experience in whatever it was I was looking for and had successfully helped other people. Not just pick up the phone book at call the first guy on the list just because he "has some experience".

Now, to get away from the RL examples: A huge part of this is having a full understanding of how to utilize all of your skills. If you're having issues without Choke, you're going to have issues with Choke. Period. There's no way around that. I'm simply asking that more be put into this than "jump on the bandwagon," which I do not think is too much to ask.

Or, do what Akui is doing and back away from this specific example and try to discuss the skill itself.
Murphy2009-11-20 01:32:44
QUOTE (Solanis @ Nov 20 2009, 11:26 AM) <{POST_SNAPBACK}>
What that does is reduce the usefulness of lower people who have no skills/system curing. So ultimately it wouldn't be good.


In fact quite the opposite is true. From my experience with nubs, the BEST thing you can do for them is require more of them. You just get them together and say ok, young moondancer, I want you to draw your hexes, set your ents on this person and try to stick some afflictions, or drain some mana, or do some damage. Getting them to contribute means they can also pull off some kills, which increases their self-efficacy and enjoyment. I'm not saying no webs in 1v1, I'm saying ina group setting it wouldn't be a horrible idea for web to not work so well. Hell even have webs break on damage attacks or when attacked by someone else, just something so you don't have the webwhores coming along and doing the one action with no real skill or fun involved.
Chade2009-11-20 01:36:45
QUOTE (Murphy @ Nov 20 2009, 01:32 AM) <{POST_SNAPBACK}>
In fact quite the opposite is true. From my experience with nubs, the BEST thing you can do for them is require more of them. You just get them together and say ok, young moondancer, I want you to draw your hexes, set your ents on this person and try to stick some afflictions, or drain some mana, or do some damage. Getting them to contribute means they can also pull off some kills, which increases their self-efficacy and enjoyment. I'm not saying no webs in 1v1, I'm saying ina group setting it wouldn't be a horrible idea for web to not work so well. Hell even have webs break on damage attacks or when attacked by someone else, just something so you don't have the webwhores coming along and doing the one action with no real skill or fun involved.


Why not have it similar to the current stun immunity, i.e. you're immune from web for half the balance time of the attacker after you writhe out? Obviously have it so you're immune to each type separately so you can stack different web forms. Maybe have that as a mana draining skill high up in Enviro?
Unknown2009-11-20 01:38:00
QUOTE (Murphy @ Nov 20 2009, 02:27 AM) <{POST_SNAPBACK}>
You know choke could always be changed to simply have a delay of commands, instead of only allowing your last command through. That would still make it useful but not a total death sentence. Then you could beef up shadowdancer offence in other cool ways instead of them being totally reliant on choke. I remember a day when there were only moondancers, and if you knew what you were doing you could roll someone with minimal use of hexes (or even if you took healing) bring back the skill involved with the class, instead of just getting your choke timing right.


There's a different idea. Is that even possible?
Gregori2009-11-20 01:39:17
The problem as Akui has stated is that Choke is run or die (read: incurable). Aeon/sap both can be cured and a curing system only has to account for what needs to be cured to cure those. For choke a curing system has to be coded for what needs to be done so I can run away faster than they can hinder my running away. In essence two healing systems. One for choke and one for not choke.

The nightsight idea could be worked up so that the higher you are in discernment the better chance of your action going through immediately without ever giving 100%, say at trans there is still a 15% chance of failure per action


Xenthos2009-11-20 01:46:31
QUOTE (Gregori @ Nov 19 2009, 08:39 PM) <{POST_SNAPBACK}>
The problem as Akui has stated is that Choke is run or die (read: incurable). Aeon/sap both can be cured and a curing system only has to account for what needs to be cured to cure those. For choke a curing system has to be coded for what needs to be done so I can run away faster than they can hinder my running away. In essence two healing systems. One for choke and one for not choke.

The nightsight idea could be worked up so that the higher you are in discernment the better chance of your action going through immediately without ever giving 100%, say at trans there is still a 15% chance of failure per action

A question in this case would be: What would stop me from triggering the "shadows choke your movement" to just resend the last command until it goes through?

Hm. I'm kind of wondering if having more discernment could make it have a random element (if Nightsight is up). The base is lowered to a certain amount, based on discernment. So, at trans discernment it could be anywhere from, say, 0.4s delay to the full 1s. Whereas at inept it is always the full 1s.

Probably wouldn't help much unless there was also a message stating that your action had successfully completed. Would also make chasing balance really difficult. Eh.
Murphy2009-11-20 01:50:24
QUOTE (Gregori @ Nov 20 2009, 11:39 AM) <{POST_SNAPBACK}>
The problem as Akui has stated is that Choke is run or die (read: incurable). Aeon/sap both can be cured and a curing system only has to account for what needs to be cured to cure those. For choke a curing system has to be coded for what needs to be done so I can run away faster than they can hinder my running away. In essence two healing systems. One for choke and one for not choke.

The nightsight idea could be worked up so that the higher you are in discernment the better chance of your action going through immediately without ever giving 100%, say at trans there is still a 15% chance of failure per action


Yeah when you write a system you need to set a condition on ALL actions which checks for choke sap and aeon before sending any commands. For fighting in choke, you need to pretty much write a whole system for it. It definitley sucks.

Gregori's idea isn't bad either, I like it.
Fern2009-11-20 01:56:22
QUOTE (Chade @ Nov 19 2009, 08:36 PM) <{POST_SNAPBACK}>
Why not have it similar to the current stun immunity, i.e. you're immune from web for half the balance time of the attacker after you writhe out? Obviously have it so you're immune to each type separately so you can stack different web forms. Maybe have that as a mana draining skill high up in Enviro?


No!

See: Druid combat
Chade2009-11-20 02:10:27
QUOTE (Fern @ Nov 20 2009, 01:56 AM) <{POST_SNAPBACK}>
No!

See: Druid combat


Vines would obviously need to be exempt from it for thornrend.

EDIT: Keep writing posts people, this is helping me procrastinate from writing my essay on archaeologists underutilisation of probate inventories.
Xenthos2009-11-20 02:12:01
QUOTE (Chade @ Nov 19 2009, 09:10 PM) <{POST_SNAPBACK}>
Vines would obviously need to be exempt from it for thornrend.

Vines != Thornlash. Thornlash is the setup for thornrend.

Vines is used to complement sap / stop the person from swinging at you for a short time.
Chade2009-11-20 02:13:01
QUOTE (Xenthos @ Nov 20 2009, 02:12 AM) <{POST_SNAPBACK}>
Vines != Thornlash. Thornlash is the setup for thornrend.

Vines is used to complement sap / stop the person from swinging at you for a short time.


Doh - screw it then, have the web immunity on vines too.

<-- Noob
Gregori2009-11-20 02:14:50
QUOTE (Chade @ Nov 19 2009, 08:10 PM) <{POST_SNAPBACK}>
Vines would obviously need to be exempt from it for thornrend.


Vines and lashes are two different things

Vines = forest room only web for druids.

Lashes = thornrend

Vines are needed to chase sap locks and maintain them. An immunity would to easily screw up the ability to maintain a sap lock and without that druids have nothing to really fall back on.

Edit:: Apart from that if the game is getting to the point where we need to add an immunity timer to everything then there is something more seriously wrong here than just a few streamlining combat ideas can fix.
Esano2009-11-20 02:45:51
Read the post. The proposed 'immunity time' was -half- the balance time of casting it (which is 4s for web, 3.5 for vines, right?). Depending on where it's applied (on attack or on cure), one person should see no changes - it's intended to stop multiple people from trying to stack it.

EDIT: Although
QUOTE
Edit:: Apart from that if the game is getting to the point where we need to add an immunity timer to everything then there is something more seriously wrong here than just a few streamlining combat ideas can fix.

Agreed.
Furien2009-11-20 02:49:37
I'm beginning to smell hit-and-run dwarven village raids getting much more obnoxious to stop, unless they managed to fix most of the viable escape routes out of that?
Daganev2009-11-20 03:08:39
Based on the few ideas I read here I have the following suggestion.

IN choke, If the player has nightsight up, you can do the following commands without choke hurting you.
LOOK, EXITS, INV, (any skill in discernment) (unless there is askill in discernment that actually heals you or hurts another player that I'm forgetting about).

In addition, I think it would be a good idea if you were required to have stolen a person's shadow to choke them.

Basically, the idea here is it gives people who can't handle choke an easy "panic" method to slowly run away, and or know where to runaway to. It also allows someone to have a easy to recognize pre-condition affliction upon themselves that can't really be masked.
Lehki2009-11-20 03:26:16
QUOTE (daganev @ Nov 19 2009, 10:08 PM) <{POST_SNAPBACK}>
Based on the few ideas I read here I have the following suggestion.

IN choke, If the player has nightsight up, you can do the following commands without choke hurting you.
LOOK, EXITS, INV, (any skill in discernment) (unless there is askill in discernment that actually heals you or hurts another player that I'm forgetting about).

In addition, I think it would be a good idea if you were required to have stolen a person's shadow to choke them.

Basically, the idea here is it gives people who can't handle choke an easy "panic" method to slowly run away, and or know where to runaway to. It also allows someone to have a easy to recognize pre-condition affliction upon themselves that can't really be masked.


I like the nightsight suggestion, but stealing the shadow is just adding a one time requirement before choking. I think the ability adds an actual item to their inventory that lasts till they drop it or it decays?

Maybe if stolen shadow was actually an affliction with like, a focus spirit cure or something. That might be interesting.
Xenthos2009-11-20 03:29:28
QUOTE (Lehki @ Nov 19 2009, 10:26 PM) <{POST_SNAPBACK}>
I like the nightsight suggestion, but stealing the shadow is just adding a one time requirement before choking. I think the ability adds an actual item to their inventory that lasts till they drop it or it decays?

Maybe if stolen shadow was actually an affliction with like, a focus spirit cure or something. That might be interesting.

Do you really want to give a power-free, easy-to-give focus spirit affliction that has to be focused away in order to avoid Choke to a guild that has a mana skill? I'm not sure that's so much interesting as suicidal, heh. At least, for the people who would be trying to focus spirit to avoid choke. Situation as normal for the people who don't care about fighting in it.
Unknown2009-11-20 03:34:23
QUOTE (Xenthos @ Nov 20 2009, 02:29 PM) <{POST_SNAPBACK}>
Do you really want to give a power-free, easy-to-give focus spirit affliction that has to be focused away in order to avoid Choke to a guild that has a mana skill? I'm not sure that's so much interesting as suicidal, heh.


Why not? Have it so if you're in Choke, if you have focus spirit the shadow steal, the Choke goes away in.. a few seconds unless they re-apply shadowsteal.


You're not forced to focus spirit if you don't want to.
Gregori2009-11-20 03:36:38
QUOTE (Solanis @ Nov 19 2009, 09:34 PM) <{POST_SNAPBACK}>
Why not? Have it so if you're in Choke, if you have focus spirit the shadow steal, the Choke goes away in.. a few seconds unless they re-apply shadowsteal.


You're not forced to focus spirit if you don't want to.



Perhaps you should look at how much mana focus spirit consumes before agreeing to this idea.
Xenthos2009-11-20 03:37:14
QUOTE (Solanis @ Nov 19 2009, 10:34 PM) <{POST_SNAPBACK}>
Why not? Have it so if you're in Choke, if you have focus spirit the shadow steal, the Choke goes away in.. a few seconds unless they re-apply shadowsteal.


You're not forced to focus spirit if you don't want to.

I mean, it's got some possibilities, but focus spirit is 1/4 of your mana gone instantly. It's rough enough that they even made it not forceable. When the cure is burn up 1/4 of your mana to avoid it, or burn up 1/4 of your mana in order for them to re-apply before it even cures... eh. It seems like you're giving a cure that's almost worse than the affliction itself, which would seem to defeat the purpose of the exercise.

Hence why I'm asking if that's what you really want to do.