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#2057 - 06/11/08 10:42 AM Re: New Combat Testing [Re: Cerberus]
Wicked Cthulhu Offline
stranger


Registered: 06/08/08
Posts: 6
I'm too much a newbie to help in this process. I just barely know what I'm lookin' at now.
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#2059 - 06/14/08 05:06 PM Re: New Combat Testing [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
"Parry and Block now have chances of harming the item used to defend. Please test whether or not it's detrimental to the viability of each as a defense skill."

Well, I can test. But the answer is already 99.9% clear: Yes, it is heavily detrimental to the viability of them. I think that is quite obvious.

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#2065 - 06/16/08 01:45 PM Re: New Combat Testing [Re: Kim]
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
I think it would depend on the chance. If a shield would break every hour, it's silly, but it you can expect a shield to break once every 80 hours of combat on average, that's not that terrible.
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#2067 - 06/16/08 04:28 PM Re: New Combat Testing [Re: Charon]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
 Originally Posted By: Charon
I think it would depend on the chance. If a shield would break every hour, it's silly, but it you can expect a shield to break once every 80 hours of combat on average, that's not that terrible.


For weapons, it would be terrible. I can't imagine anyone training parry if it meant regularly losing weapons that take tons of time, effort and having the right people to make.


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#2068 - 06/16/08 04:35 PM Re: New Combat Testing [Re: Minstrel]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
making a shield isn't as easy, hardly anyone has block rune and finding a chanter is never easy, though a shield is easier to make/replace then weapons.

I still have mixed feelings on it, though realistically it makes sense it will have an effect on gameplay which could be negative.

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#2070 - 06/17/08 12:53 AM Re: New Combat Testing [Re: Muod]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
I've never really been a big fan of implementing things that are solely there for "realism" that punish players.

Now, if this is being implemented to boost the economy because tinkers and chanters aren't getting enough work, then great. However, this really seems like an annoyance if you're gonna be losing equipment for the sake of losing equipment.

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#2071 - 06/17/08 06:43 AM Re: New Combat Testing [Re: carmy]
Happy Birthday Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
It's great that everyone can form opinions based on a handful of words, but I think it's clear that degredation of items is a drawback of some note. I'd really appreciate it if some of you would spend the time to test the changes and provide feedback based on the system being considered at this point.

Without feedback the changes will go in and may not be acceptable at first, which may lead to a poor time for everyone. It is my sincere hope that we can completely avoid testing in the live system, but this means people will have to take part in testing done before we go live. As of today, there are up to three wizard testers and one or two player testers who have contributed. Please take the time to register valid feedback, as your concerns aren't falling on deaf ears though they do need to be based on the system to be helpful.

Even if you don't feel you're well-versed enough in the ins and outs of Darkemud's combat, your opinion is valuable. These are example concerns that can be raised without any real attentiveness on the part of the player: It's interrupting my enjoyable play experience to have to run for repairs every 3 minutes, how about every 15 minutes? - I'm seeing too many full dodges and not enough partial dodges when fighting a goblin of the same level as me. - Fights against mobs the same level as me are resulting in me having to run away a lot, so I think mobs are doing more damage than they should be.

Of course, the more attentive the better: Using haste (2 attacks)against a mob with 2 attacks per round that I parry 100% of the time I'm getting approximately six and a half minutes of combat in with my catoetine short sword before it starts to give the wear warning. That's just about 400 swings between the two of us, which is far too low to be enjoyable. - While flying my partial/full dodge ratio is about 5:1 out of 50 swings against my opponent, but while resting it's about 1:3. That seems backwards to me. - Mobs my level are doing between 40-80 damage per swing (10% of my hps) against full laen armour with physical protection rune and no enchantments. This seems excessive to me considering they don't even have mineral weapons.

This combat recode is about a lot of things, including realism and fun. So while I'm more than happy to track down bugs, addressing the balance of fun and excitement from combat is the real goal. Please help to instill your own views of what is fun to do, see, and discover by giving feedback. Thanks to all those who have helped so far.
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#2073 - 06/18/08 02:20 PM Re: New Combat Testing [Re: Cerberus]
Happy Birthday Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
Since combat is going to be new and my doing, I feel I would the best suited to write a combat guide (think Player's Handbook for Dungeons & Dragons); however, I am torn on this. The following polls are designed to help me decide what to do about documentation for players, and while not binding they will be given much consideration. To explain the votes and your options:

In the "Yea or Nay" vote: Simple yes/no. If I should not be stepping on players toes, and we should wait for another Glorfindel to write an indepth review of combat as it now exists, you should vote for the "No" option. If I should write something (please dear God, anything!) that players can see and review in order to get a better feel for Darke's combat system, pick the "Yes" option. I've helpfully labelled them something other than "yes" and "no" in order to confuse and deter you.

For the "Factors shown" vote: By "factors" I'm talking about what effect things like body position have on to hit chance and to dodge chance. Pick as many as you think are a good idea. Examples (Disclaimer - The information provided below is not guaranteed accurate, and may in fact be purposefully wrong):
In-Character - "While rolling around wrestling can be a fine way to test the mettle in combat, it is generally detrimental to one's ability to dodge."
Generic - "Standing is the best position for dodging the blows of an adversary."
Moderate - "If dodging is of interest, avoid sitting or falling flat on your back during fights, though if standing is just impossible kneeling may be your best bet."
All - "The best posisitons that will improve your dodge chance are ordered decendingly as follows: standing, kneeling, sitting, prostrate."

For the "Modifiers" vote: By "modifiers" I mean raw numbers. Examples (Disclaimer - The information provided below is not guaranteed accurate, and may in fact be purposefully wrong):
In-Character - The negative effects of fighting many opponents at once can be dramatic!
Generic - Most people are best off fighting fewer than five opponents, though some particularly skilled combatants may revel in the challenge of facing more.
Moderate - Armour is up to 10% less useful when fighting multiple enemies, while the difficulty in making successful defense skill rolls can go up to 25% or higher than against one opponent.
All - Each opponent after the first will reduce armour's protectiveness by 2%, while defensive skill effectiveness loss ranges from 1-4% for each foe engaged beyond the second.


In general, I am leaning toward writing a player's guide to combat and using a mixture of in-character and generic information for both factors and modifiers. Again, I appreciate your participation and feedback, so please address your response directly to me and respect anything other players may post by not challenging them on it. Feel free to flame/yell/cry at me.
Yea or Nay
You may choose only one (10 total votes)
Write a new combat guide
-
9 90%
Let players write their own guides
-
1 10%
Factors shown
You may choose many (18 total votes)
In-character descriptions only
-
3 17%
Generic descriptions
-
5 28%
Moderate descriptions
-
5 28%
Exacting descriptions
-
5 28%
Modifiers
You may choose many (19 total votes)
In-Character descriptions only
-
4 21%
Generic descriptions
-
5 26%
Moderate descriptions
-
5 26%
Exacting descriptions
-
5 26%
_________________________
Please mail your views on balance to:
cerberus@darkemud.com

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#2080 - 06/26/08 08:52 AM Re: New Combat Testing [Re: Cerberus]
Happy Birthday Cerberus Administrator Offline
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Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
One of the changes that will in all likelihood be most obvious about new combat is that skill and stat modifiers are turned back on. This means that a crit hit can reduce or increase any skills or stats by set amounts for a certain amount of time.

For all you old timers who remember the days of snowball-disruption crits this won't be anything new. It is my hope that this will change the view of power standings for damage types, allowing more varied weapon builds.
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Please mail your views on balance to:
cerberus@darkemud.com

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#2096 - 07/14/08 04:20 AM Re: New Combat Testing [Re: Cerberus]
Guinness
Unregistered



"Crit XP vs Hit XP - Is this recognizable? Does it seem acceptable? Is there something that should give more/less xp, etc"

1. Severing crits should give as much XP as they do actual damage to NPC. (For now it's nothing usually)

2. I suggest, to filter criticals that can't affect NPC. For example, if NPC has no hands (severed hands), then no critical that affects hands should happen.

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