Shattered Kingdoms

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 Post subject: Game balance idea: Bash/trip Delay
PostPosted: Thu May 03, 2007 5:03 pm 
When you bash or trip someone, they have 1 round where you can not bash or trip them immediately again (they get a message such as "you are too off balance to bash or what not).

This should increase tactics across the board and stop making melee so insanely overpowering.

Almost every mud I know that boasts playerkilling tactics has this feature, except this one.


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PostPosted: Thu May 03, 2007 5:26 pm 
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Isn't there already a delay?

I am not sure if the basher has a shorter delay than the bashee or not.

I think it is around 3.5 rounds for the basher, and 3 for the bashee. If this could just be increased for the basher, that'd solve the problem right there.

The problem is most people who use bash do this:

Code:
bash
bash
bash
bash
bash
bash
bash
bash
bash
bash
bash
bash
bash
bash
bash


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PostPosted: Thu May 03, 2007 7:54 pm 
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I think "input lag" is a [REDACTED] solution to anything to begin with. You could just replace all input lag and delay with "bashed" states or "casting" states and other sorts of states so that you can cancel out of a spell at any time, or still communicate while bashing/bashed/tripping/being tripped.

What you're looking for is making the "bashed" state affect both the basher and the bashee. The basher is in this state for 4 rounds (you can make it so that this is always displayed on the prompt too if you really wanted to), the bashed is in it for 3 -- you can do nothing but talk/tell/emote in this state unless YOU ARE NOT IN COMBAT, in which case you regain your balance from not being in combat at all for an entire round.

Casting automatically puts you in casting state until the spell fires. You can break the casting state by doing anything at any point during your casting state. Bashed state can interrupt a spell entirely (and negate any attacks from the person in bashed until they leave it), and combat casting simply changes to allow someone a chance to "maintain" a casting state while bashed (they resume attacking if the spell times out and sits on a "stack" waiting for bash state to end before the spell actually goes off).

Let's say:

Lokdar and Slayne are fighting. Slayne starts casting hellfire with combat casting, putting him in "casting-state" that lasts whatever amount of time hellfire lasts. Slayne gets bashed immediately after by Lokdar, putting them both in "bashed-state," Slayne for ~3 rounds and Lokdar for ~4 rounds. Although Slayne could immediately talk, emote, social, or just enter ANYTHING else to interrupt his own spell and continue to normally fight, Slayne continues to focus on the spell for a whole round, during which Lokdar keeps attacking him (round one of bashed-state). The next round, Slayne has already made the required concentration needed to cast his spell, and so his spell enters what we will call the resolution stack for spells. Once the spell is on the stack, Slayne can just keep attacking back (rounds two and three of bashed-state), because he effectively is no longer in casting-state. At the beginning of the fourth round of Lokdar's bashed-state, Slayne's spell immediately goes off.

Lokdar and Slayne are fighting. Slayne starts casting hellfire with combat casting, putting him in "casting-state." He gets bashed immediately by Lokdar, but Slayne fails his combat casting check this time. He gets put in "bashed-state," focuses on the spell for the remaining amount of time he's bashed, but the spell fizzles and fails. He can continue fighting back from the moment he leaves "casting-state."


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 Post subject: Re: Game balance idea: Bash/trip Delay
PostPosted: Thu May 03, 2007 8:21 pm 
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Grakus wrote:
This should increase tactics across the board and stop making melee so insanely overpowering.

I feel that PC melee is currently underpowered.


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PostPosted: Thu May 03, 2007 8:28 pm 
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I would just like to point out that combat casting is such an awesome skill.


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 Post subject: Re: Game balance idea: Bash/trip Delay
PostPosted: Thu May 03, 2007 8:58 pm 
Benzo Balrog wrote:
Grakus wrote:
This should increase tactics across the board and stop making melee so insanely overpowering.

I feel that PC melee is currently underpowered.


Keep in mind, this would stop necros/sorcs/hellions/scouts from doing the same thing with o all bashing.

I find melee overall too overpowering, pc or otherwise.


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PostPosted: Thu May 03, 2007 9:29 pm 
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I don't think it's a good idea even for the criminally insane to support a change like this.

It'll make almost anybody impossible to gank.

Just cuz a giant bash ganked you with melee doesn't mean that the system is broken.


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PostPosted: Thu May 03, 2007 9:43 pm 
Cyra wrote:
I don't think it's a good idea even for the criminally insane to support a change like this.

It'll make almost anybody impossible to gank.

Just cuz a giant bash ganked you with melee doesn't mean that the system is broken.


Look, you putz, not everything is about you or what you think it to be.

Spam bashing/tripping is dumb and doesn't lead to anything but group vs 1's with no tactics.

If you want to kill someone, chase them down. That is what track is used for. Curse them. Plague. Slow. Blind.

This spam bash stuff is for the birds and you're just proving how much it needs to be changed voiced by your support of the status quo. I think nearly everyone agrees that spam bash/trip is an issue with the new focus on tactics.

If you can't chase a fleer, that is your business. If you can't figure out a way to keep someone in place other than typing 'bash' x50 or trip x50, then that is your business.


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PostPosted: Thu May 03, 2007 10:26 pm 
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I could get behind this idea as long as all melee classes have some way to get a kill without bash locking someone. Swashies have taunt and barbs can track, how about mercs being able to block an exit? They could choose to cover escape routes so they'll have a better idea of where the person would be fleeing to and even attempt to herd them into dead ends so they'll have no escape.

That and remove all the I Win spells from the vast majority of the NPCs. Trying to fight NPCs that know hold person and confusion without being able to keep them on the ground would be a nightmare.


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PostPosted: Thu May 03, 2007 10:44 pm 
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Grakus wrote:
I think nearly everyone agrees that spam bash/trip is an issue with the new focus on tactics.

If you can't chase a fleer, that is your business. If you can't figure out a way to keep someone in place other than typing 'bash' x50 or trip x50, then that is your business.


How can you make a statement like that without the support of "nearly everybody?"

There's nothing wrong with bash and trip, they're working as intended.

Quote:
This spam bash stuff is for the birds and you're just proving how much it needs to be changed voiced by your support of the status quo.


Weren't you supporting the status quo in another thread? Now you're trying to kind of use it against me like your argument has any real merit?

You had quite a bit of time to cut and run before you were in range of some guy that likes to spam bash.

I remember having a discussion something like this with a hellion named Satomi and she commented on how people that spam bashed were easy kills and another person that mowed through her pets before bashing her down scored quite a few kills on her.


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