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Post by ragnar on Jul 26, 2019 20:34:22 GMT 1
Generally speaking, fleeing seems much better than on TPS in terms of a reduced effectiveness - particularly in group fights.
However, I still think there should be some sort of cost to fleeing from combat outside of the chance of being blocked as it does play such a heavy role in combat. Now, I have used fleeing successfully quite a lot recently and, even though I hate doing it, I will probably continue to do so due to the high success rate associated with it.
I’ll carry over previous suggestions and people can feel free to add (or ignore) as they see fit. 1) increase the movepoint cost of fleeing. It must take a huge amount of effort to escape an enemy trying to kill you so this extra effort/energy should be reflected. 2) A timer when you cannot use any items once fled for x amount of minutes. Maybe call it cowardice debuff? 3) Seeking xp from explores to deter fleeing. 4) Further reduce effectiveness of fleeing vs seeking. 5) Drop your inventory when you flee. To escape you have to drop all of your items (except those that are worn)
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Post by Jolly on Jul 27, 2019 7:25:13 GMT 1
So make it when fleeing your action goes last in the round, and your dp is lowered by 100 and all damage taken reduces your moves by that much, so flees hurts moves
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Fleeing
Jul 27, 2019 23:24:08 GMT 1
Post by kyri on Jul 27, 2019 23:24:08 GMT 1
It seems to me that fleeing is fine when both are online as the one fleeing can be pursued and both can heal etc
But it seems bad when the attacked is offlineand the other can flee and reattack I would some change to even the odds somewhat whether thats nerfing fleeing from offline characters or auto healing or auto fleeing
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Post by Jolly on Jul 28, 2019 2:05:17 GMT 1
nope, if online by mobil vs pc the one on pc has the advantage hint the grahf vs ragnar fight that grahf fled healed and killed ragnar
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Post by Belouch on Jul 30, 2019 16:58:13 GMT 1
Some very interesting suggestions in there, thanks! We'll have a look at how feasible those are, please keep them coming if you have new ones For now I really like the DP malus and the extra move cost ones. They are very RP explainable and they do not cause any issues (because we have to think of every scenario, in PVP, PVE etc, including odd ones like when you step on a friend who has a fight and wish to flee to not steal his XP, you don't want to drop all your gear)
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Post by coldheart on Jul 31, 2019 4:29:46 GMT 1
Yeah the DP malus and movement cost would go a long ways to balance out how you chose your actions in a fight. Gaining experience from successful explores would help as well as seeking is the natural counter to being able to flee. It would have to be very little experience, sure, but it would add up over time and benefit warrior types since thats who explores anyway.
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Post by Giant Dad on Jul 31, 2019 7:20:33 GMT 1
This was brought up in general chat and I think it'd not a bad idea: hardcap fleeing (and probably seeking too). I've only ever fled monsters when I encounter things way too tough for the skill I was at, but maybe put fleeing at like 300 or so for almost guaranteed success from all monsters (100 or so seems to be good for the things we fight now at the 350 hardcap, so I imagine 300 for the toughest of monsters sounds more reasonable). Seeking could also be 300, so someone with 300 fleeing trying to run from someone with 300 seeking would be even, then taking into account instinct on top of that, and it would put more emphasis on the instinct stat if you want to extra edge in fleeing or blocking flees.
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Fleeing
Jul 31, 2019 10:31:06 GMT 1
Post by kyri on Jul 31, 2019 10:31:06 GMT 1
as somene who is PVE orientated dropping gear on fleeing would pretty much kill the game for me so I`m not a fan of that option. Extra movement cost wouldn`t bother me too much, Defence Power malus also wouldn`t hurt too much PVE either you give it a go or make a cup of tea..Achem I mean get a beer...and wait a while but both I assume would hurt PVP, the wait would seem like an eternity! From experience an offline character is at a huge disadvantage, taking out the device you are using, maybe some work on offline fight orders eg after X damage use flee, that could start whole new tactics in dangerous areas. I`m not sure on the effects of seeking on blocking fleeing, I have Fleeing at 113 and seeking at 146, so not all that high, with Instinct of 33, but I have reasonable chance of getting away from most stuff I`ve encountered, whether its just luck or not some critters seem better at blocking than others, my deaths are usualy where I leave it late to flee and am hit as try! ( I do not favour the auto hit on fleeing for this reason ). On the other side though if someone has put a lot of work into raising fleeing why shouldn`t they reap the rewards of doing so?, PVE I`d say fleeing is ok as it is, PVP needs work but getting balance between fleeing being useless and people sitting in caps when offline will be fun. A thought just popped up rather than nerfing the fleeing party could you buff the offline character, its dangerous out there you wouldn`t just flop on the ground and sleep, you would set up as safe a camp as posible in a defendable place etc, how to balance that with camps though...
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Fleeing
Jul 31, 2019 10:36:50 GMT 1
Post by kyri on Jul 31, 2019 10:36:50 GMT 1
nope, if online by mobil vs pc the one on pc has the advantage hint the grahf vs ragnar fight that grahf fled healed and killed ragnar Apart from making the User Interface as friendly as possible I`m not sure what can be done, my mobile wont connect so I dont know how it looks, but it sound like it needs tweaking from your point of view
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