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Topic: Combat (Read 8004 times)
daiske12
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Combat
«
on:
2010-01-21 12:33 (Thu) »
Korrode already knows this, but I was thinking, the only thing I really hated about El, LIKE REALLY HATED, was that I had to use diss rings all the times.
So I asked korrode if we could have it like runescape or other games, where when a monster or player attacks you, you don't stop and attack back, and have to use diss ring to get out, but just keep on walking/running until the monster/person kills you, you escape, or gives up.
Then, this could introduce paralsis spells (butchered spelling).
Paralyze someone for 2 seconds, 4 seconds, then 6 seconds.
Would take air + water essence, or you can use your cool alching skills to COMBINE the 2, into a ice essence (to save emu and get xp).
Then, you could have the damaging Paralsis spells.
Paralyzes you for 1 second, 3 seconds, 5 seconds.
Would take the air+water essence, then maybe a death essence (idk).
Then, when I started thinking about the elements, i thought about buffering up dmg.
Fire- Ur weapon as a fire surrounding it, increasing ur dmg
Water- Ur flexibility increases, causing you do dodge more
Air- You surround your weapon with the sharpness of air, causing your critical dmgs and chances to increase
Earth- The heart of earth is in ur heart (bit repative) causing your toughness to increase
Self explanatory for what the essences r needed.
These would last until you ran out of mana (so like maybe use 1 mana every second or something) or can use like 50 mana, and last 60 seconds.
Then for Ranging: (I guess these would be spells, or abilities when wearing a bow, idk)
Fire: You coat the arrow with fire, increasing its dmg
Air: Air surrounds your arrow increasing its speed and sharpness, this allows you to have a 50% to critical hit your opponet
Water: Can't really think of anything for water
Earth: same for earth
Well, What do joo think?
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Koss
Betawulf
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Re: Combat
«
Reply #1 on:
2010-01-21 14:01 (Thu) »
I really love the elements suggestion. Not sure how much the staff has thought about Magic. Hopefully they will take some of what you said into consideration.
Paralyze spells, I really would love to see that. As for the easy fleeing, I really would not like this. At least in other games you have the chance to be able to catch your enemy. How it is right now in the arena, if I put on my speed amulet and ran, I'd be safe in about one second with no chance of being chased after.
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Korrode
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Re: Combat
«
Reply #2 on:
2010-01-21 16:41 (Thu) »
Quote from: daiske12 on 2010-01-21 12:33 (Thu)
Korrode already knows this, but I was thinking, the only thing I really hated about El, LIKE REALLY HATED, was that I had to use diss rings all the times.
So I asked korrode if we could have it like runescape or other games, where when a monster or player attacks you, you don't stop and attack back, and have to use diss ring to get out, but just keep on walking/running until the monster/person kills you, you escape, or gives up.
erm, when u said it ingame i just thought u meant monsters with some more basic AI that will give chase when they see u from a distance but you wouldn't be 'engaged in combat' until they came
X
close.
No way am i allowing the ability to simply run away from fights, no one would ever die.
Can you elaborate further on why you "HATED" having to use diss rings so much in EL?
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"Often, the most striking and innovative solutions come from realising that your concept of the problem was wrong."
- Eric S. Raymond
krayon
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Re: Combat
«
Reply #3 on:
2010-01-21 18:07 (Thu) »
Quote from: daiske12 on 2010-01-21 12:33 (Thu)
Then, when I started thinking about the elements, i thought about buffering up dmg.
Fire- Ur weapon as a fire surrounding it, increasing ur dmg
Water- Ur flexibility increases, causing you do dodge more
Air- You surround your weapon with the sharpness of air, causing your critical dmgs and chances to increase
Earth- The heart of earth is in ur heart (bit repative) causing your toughness to increase
Self explanatory for what the essences r needed.
These would last until you ran out of mana (so like maybe use 1 mana every second or something) or can use like 50 mana, and last 60 seconds.
Then for Ranging: (I guess these would be spells, or abilities when wearing a bow, idk)
Fire: You coat the arrow with fire, increasing its dmg
Air: Air surrounds your arrow increasing its speed and sharpness, this allows you to have a 50% to critical hit your opponet
Water: Can't really think of anything for water
Earth: same for earth
Well, What do joo think?
There were thoughts of having weapons modified by element type stuff either whilst in use by the wielder or perhaps beforehand by some kind of alchemist or something.
I too love the elemental stuffs and luckily even without modification the client has some blue, red, yellow and purple weapons which fit nicely with water and fire (and less so earth and wind/air respectively).
As always keep the suggestions coming!
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daiske12
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Re: Combat
«
Reply #4 on:
2010-01-22 06:55 (Fri) »
Quote from: Korrode on 2010-01-21 16:41 (Thu)
Quote from: daiske12 on 2010-01-21 12:33 (Thu)
Korrode already knows this, but I was thinking, the only thing I really hated about El, LIKE REALLY HATED, was that I had to use diss rings all the times.
So I asked korrode if we could have it like runescape or other games, where when a monster or player attacks you, you don't stop and attack back, and have to use diss ring to get out, but just keep on walking/running until the monster/person kills you, you escape, or gives up.
erm, when u said it ingame i just thought u meant monsters with some more basic AI that will give chase when they see u from a distance but you wouldn't be 'engaged in combat' until they came
X
close.
No way am i allowing the ability to simply run away from fights, no one would ever die.
Can you elaborate further on why you "HATED" having to use diss rings so much in EL?
I just didn't like it, I don't like being forced into fights and having to diss.
You don't really "run" away from fights. You can run, you are just still being attacked and being dmged by the mob/fighter which is following you.
Now, maybe thinking about small arenas, its a bad idea, but maybe this could be allowed in huge arenas where even if you run, you can still have a chance of dying.
#edit- Krayon, yellow could be wind
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masohp
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Re: Combat
«
Reply #5 on:
2010-01-22 07:09 (Fri) »
Quote from: Korrode on 2010-01-21 16:41 (Thu)
monsters with some more basic AI that will give chase when they see u from a distance but you wouldn't be 'engaged in combat' until they came
X
close.
I like that idea
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EndorVaeros
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Re: Combat
«
Reply #6 on:
2010-01-23 04:03 (Sat) »
Quote from: daiske12 on 2010-01-22 06:55 (Fri)
I just didn't like it, I don't like being forced into fights and having to diss.
You don't really "run" away from fights. You can run, you are just still being attacked and being dmged by the mob/fighter which is following you.
Now, maybe thinking about small arenas, its a bad idea, but maybe this could be allowed in huge arenas where even if you run, you can still have a chance of dying.
#edit- Krayon, yellow could be wind
Being able to run while being attacked is a great idea in most other games where the maps are huge and where the combat system works differently. (Yes, I have played several different MMOs, and this game does have a different combat system). And please don't suggest just making maps bigger to compensate, that has already been discussed.
Admittedly, though I have never played Runescape, in other MMOs where this is a possibility, fighter classes have the ability to stop their players from running away through various skills that they can only use so often (due to cooldown timers, endurance/MP, etc, depending on which game we are talking about). Because EL really doesn't have a set-up for such skills in the fighter class, or even really in the ranger class, it becomes a pain to implement, and we end up going back to the "fighters need to level magic" to get this to work... and from what I understand, this game is trying to do away with by making it more of a "class system." True this does encourage teamwork all-around, but why should someone who wants to PvP always have to travel with a mage just to prevent people from running in circles, or even out of the arena, scarfing healing potions and running back in?
Also, if this were somehow implemented, there would have to be a new check (which may be a good idea anyhow) to prevent people who are in combat from switching maps.
As it stands, there is little difference between the current system and the one you suggest. Since you don't have to hold down a button to continuously attack or constantly click for every attack you need to do, having to click on a diss ring is a minor step in the process. (True, you have to remember to have them in your inventory, and perhaps this in is where a lot of people's problem with the system lies... you run out of rings (or whatever else is implemented to do the same thing) and you are no longer guaranteed to flee.)
Also, the argument that "PlayerX kills me before I can hit the diss ring" is equally flawed for this system, because if they can kill you before you can hit the diss ring, they will kill you before you can run away, too.
Another problem with that idea is this: in most other games where this is implemented, you have the ability to catch up with the player, or run away faster. While true, this game has the medallion, there comes this problem... from what I have been able to see, this server is staying with EL's "Every race and class run at the same speed" (mobs not withstanding). If two people have this medallion, the attacker will never be able to catch up with the person that is fleeing. Although this can also be a problem with other games that give the ability to "sprint" away... there are a number of things they have done to balance this out to make it more fun and interesting.
And finally... Even though I am not a PKer/PvPer... or even really much of an A/D specialist (my A/D on main is less than 30 ATM), I really hate the thought that people go into PK maps/arenas and want to be able to just run around in circles while scarfing healing pots (or getting healed from outside forces) so they can kill their opponent. While I admit, this is different in a "Team vs Team" environment, where you need to stay alive longer to ensure that the other team gets deader than yours... such battles do not usually take place in this world (correct me if I'm wrong), except for the sheer fun of it all.
«
Last Edit: 2010-01-23 04:05 (Sat) by EndorVaeros
»
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~Endor Vaeros: Storyteller
Korrode
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Re: Combat
«
Reply #7 on:
2010-01-23 06:29 (Sat) »
What EV said
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"Often, the most striking and innovative solutions come from realising that your concept of the problem was wrong."
- Eric S. Raymond
krayon
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Re: Combat
«
Reply #8 on:
2010-01-23 07:36 (Sat) »
Quote from: Korrode on 2010-01-23 06:29 (Sat)
What EV said
Yeah I think at this point it's beyond this project even if we DID want to do it due to the client limitations.
Quote from: masohp on 2010-01-22 07:09 (Fri)
Quote from: Korrode on 2010-01-21 16:41 (Thu)
monsters with some more basic AI that will give chase when they see u from a distance but you wouldn't be 'engaged in combat' until they came
X
close.
I like that idea
Is this how EL works atm? Because basically that's how I was going to make the run of the mill aggressive creatures. Having said that, I want more intellect in them in general so they might not "chase" you if you are travelling with friends or whatnot
Of course then there's the enemies that'll be Gnomes, Dwarfs, Elves and the like
They will be much more intelligent and chase, heal, flee and work as teams etc.
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