Jeshin
GDB Superstar
Posts: 1,516
|
Post by Jeshin on May 7, 2015 21:10:10 GMT -5
gdb.armageddon.org/index.php/topic,49346.msg883520.html#new I'm actually kind of surprised that the answer wasn't yet. Given the re-focusing of staff. The major changes (and minor) in other areas. You'd think that giving some quality of life updates to combat would be on the table... Unless you think Arm's combat is totally fine the way it is?
|
|
|
Post by sirra on May 7, 2015 21:18:35 GMT -5
It took me 15 years to figure it out, they fucking better not change a goddamn thing.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 7, 2015 21:44:51 GMT -5
To my knowledge, no combat system of any mud is perfect. And those muds that have a pretty interesting and indepth combat system, basically revolve their entire mud concept around combat, so that's not really all that exciting for me. Combat could use some improvement and some extra features, but I doubt anyone can really do it to make everyone happy. Just improve it a little bit to prevent dumb deaths, double tick stacking, etc.
|
|
|
Post by lulz on May 7, 2015 22:00:10 GMT -5
Well I don't know about you ladies, but I for one feel it's about goddamn time they introduce "neck snap".
|
|
|
Post by sirra on May 7, 2015 22:06:59 GMT -5
Well I don't know about you ladies, but I for one feel it's about goddamn time they introduce "neck snap". I think that's when a half-giant, mul or freakishly strong dwarf subdues someone, and then hits them.
|
|
|
Post by lulz on May 7, 2015 22:11:23 GMT -5
Not according to sjanimal.
|
|
dcdc
Shartist
Posts: 539
|
Post by dcdc on May 7, 2015 22:15:17 GMT -5
I think they could start with base defense increases along with parry/shield usage.
|
|
|
Post by Prime Minister Sinister on May 7, 2015 23:02:55 GMT -5
Well I don't know about you ladies, but I for one feel it's about goddamn time they introduce "neck snap". #LennyPoppo4staff
|
|
|
Post by lulz on May 7, 2015 23:06:17 GMT -5
THAT'S who that was. Sorry sjanimal, wherever you are.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2015 7:35:31 GMT -5
I think the core system is alright, but they could definitely balance some things out. For instance, strength vs. other stats.
|
|
|
Post by someguy on May 8, 2015 8:27:37 GMT -5
I think the combat system is pretty good in arm. Somethings are broken as shit but those are usually magickal things.
|
|
bobo
Clueless newb
Posts: 58
|
Post by bobo on May 8, 2015 10:18:54 GMT -5
The actual combat itself I think is great, especially after the big defense fix/nerf. I like the abrupt brutality of Arm combat, especially in asymmetrical matchups. It adds to the gravity of violence and gives combat missions a distinct sense of immediacy.
However, the broken-ass skillgain system definitely needs an overhaul.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 8, 2015 11:04:05 GMT -5
The actual combat itself I think is great, especially after the big defense fix/nerf. I like the abrupt brutality of Arm combat, especially in asymmetrical matchups. It adds to the gravity of violence and gives combat missions a distinct sense of immediacy. However, the broken-ass skillgain system definitely needs an overhaul. It'd mandate big changes to many aspects of gameplay, though, because of how absurdly dangerous a highly skilled fighter is. I mean, if you take a warrior or ranger with maxed skills, they're such out of control killing machines that the game couldn't handle many of these running around. Compare this to SoI's engine where, barring crazy races whose ridiculous stats gave them unusually high skill caps, ordinary fighters could max their skills within a reasonable span of time but did not become unopposable juggernauts. If you took a human character with maxed weapon skills on SoI, maxed deflect (or parry/block in the old engine) and whatever other skills were relevant, they'd be about on the level where an Arm warrior is after ~10-15 days of grinding (or 20-25ish days in a sparring schedule clan), i.e. powerful but very much mortal and only moderately capable of demolishing targets. You couldn't take such a character and just wander freely around the world without any real risk of harm like you can on Arm where a maxed fighter can only really be killed by things like poison and magic. There's also something nice about the idea of combat characters being perpetual works in progress. You're never really finished. Sometimes I like to play a guild that I can work on for two weeks and have my skills maxed, but sometimes I like the feeling of long-term coded progress that you can only really get from playing a fighter. The issue is mostly with how few things can dodge your attacks after you reach 50ish in your weapon skills. The other skills are basically fine, even dual wield will get up there after about 20-30 days if you fight regularly. Ultimately the problem with Arm's skillgain system isn't just that weapon skills become almost impossible to raise after the halfway point, it's also the fact that almost nothing in the game is dangerous to those who do manage. You'd have to change both if you change anything. Armageddon's PvE content, if one can use such a term, is already too easily trivialized by skilled fighters. It would become a really boring game (well, even more boring than it already is these days) if every clan had a few of those ultra-skilled fighters.
|
|
|
Post by sirra on May 8, 2015 13:50:41 GMT -5
Well. Oldtwink is right on many points, but I wouldn't overstate how unopposable a maxed warrior is. They're highly dangerous to be sure, and it's a great feeling to have one, or to be one of the 2-3 swinging dicks roaming around at any given time. There's nothing quite like the feeling of rocking an advanced weapon, with disarm sending opponent's swords into the next biome, and deflecting shit out of the air.
But it's very possible to over-extend yourself. A bahamet, mek, silt horror, ankheg, etc...Those things can still get you, owing to their huge strength and offense. Though people have gotten lucky in the past and solo'd em as humans (I used to regularly mow down bahamets on my human ranger, with a two-handed weapon and liberal broken-ass charge spam), they typically have bash-like coded attacks that will toss your salad, regardless of parry or shield. In fact, at one time, our strategy for killing an ankheg was just to somehow smuggle an erdlu into its lair (perhaps with subdue -> throw) that could be mounted and used for charge spam. Very powerful warriors have even died to a tarantula bashing them (and 5 more entering the room). Way more than have died to all four of the 'big' beasties combined.
A giant or a mul can still wreck your day with a lucky shot. You can still get poisoned. Most any elementalist with five days play time could probably kill you if they REALLY wanted to. You can still get overwhelmed through weight of numbers (unless you were Sujaal with a special stance).
It tends to just happen, eventually. Absent the possibility of becoming best friends with a whole cabal of renegade sorcs, your average super-warrior will either die in the wastes, or hang around the city mudsexing so much that they eventually get gonorrhea and die. Or my favorite, join the militia, follow a templar into an ill-conceived RPT, and get one-shotted by some mega-NPC with maxed skills and off/def. It takes staff only 10 seconds to load some monstrous raider to take your 100 day warrior behind the woodshed. And they will, cause they always check the highest person's skills and off/def before deciding how to stat their babies for a 'challenge'.
|
|
my2sids
Displaced Tuluki
Posts: 342
|
Post by my2sids on May 8, 2015 14:35:57 GMT -5
As a player who figured out how to skill my PCs as a hobby early on in my years, I will throw in my 2 sids. Generally, I've found that the changes that they've made to reduce "obvious" twinking has been for the better. The "wearing 5 bags of obsidian to sparring" was annoying to witness, heh. With that being said, it is somewhat backwards to skill your PC at times. It's not always intuitive. Once you learn the principles though, it's easy.
The thing that really gets me and I cannot speak as to whether this happens or not already, but... if staff were to institute some level of advanced proficiency to clanned PCs that would be beneficial. Soldier PCs belonging to a professional military unit should be given some sort of boon after serving in the militia for 5+ years, because they are the only "professional" humanoid fighting organization in each city-state. This should also be applied to other orgs in various forms.
|
|