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Shield change
Posted: Sat Jul 23, 2005 7:09 pm
by Surly
Anthony Roberts (2005-07-23) wrote:--------------------------------------------------------------------------------
I`d like to announce another change to gameplay. All shield protection values have been lowered. This is in hopes to aid balancing the violence system in game, which has hardly been used in the recent past due to a combination of tiredness, and object deteroriation. Please also be aware, that deteroriation is being investigated, and there should be some changes reported in the near future.
Think you'd sneak that through while I was moaning about something else, Anthony?
I have to say, I disagree with this. Totally and absolutely. Some of my characters only saved 11 percent with an iron shield before... and now? What? They'll save even less?
This seems like a pointless change...
EDIT: Colonel, you are just mean...

Posted: Sat Jul 23, 2005 7:16 pm
by west
Have to say, I'm not sure how I feel about this...the animals in some places are far too dangerous as it is, even with an iron shield, and now it'll just be worse.
EDIT: love you, Colonel.
Posted: Sat Jul 23, 2005 7:21 pm
by Surly
Seriously, this hasn't been thought through.
Would anyone care to explain how this is possibly good? It makes the weak weaker (next to no ability to block), and the strong stronger (they can damage the weak more).
Posted: Sat Jul 23, 2005 7:22 pm
by Lumin
I'd say removing the one hit a day restriction would be a much more practical and effective way to encourage combat. That kind of limit isn't really necessary for balance anymore now that there's tiredness, and making shields weaker is going to be pretty devestating for places with large animal populations.
Posted: Sat Jul 23, 2005 7:44 pm
by Solutions Maximus
Well, the one hit a day allows people to get a chance to enter Cantr, see that their character is being attacked, and then have a chance to do something about it. Cantr isn't really a real-time game for most people, and they usually like to log in, see what is happening, make some changes, and log out. If someone logs in to see that they have been hit several times by other characters, it wouldn't be a very happy event. I like this limit, it would discourage people gathering in large groups, running in and killing everything. The current system takes more thought and planning, but can work equally as well, if done right.
Posted: Sat Jul 23, 2005 7:51 pm
by ephiroll
Lumin wrote:I'd say removing the one hit a day restriction would be a much more practical and effective way to encourage combat. That kind of limit isn't really necessary for balance anymore now that there's tiredness, and making shields weaker is going to be pretty devestating for places with large animal populations.
Ditto.
Posted: Sat Jul 23, 2005 7:52 pm
by west
Tritto!
Posted: Sat Jul 23, 2005 7:55 pm
by Surly
That should only be removed if the weapon skill thing is toned down.
Certain people would be able to hit someone twice and regardless of tiredness kill someone instantly.
Bad, bad idea.
I don't want an instant kill game.

Posted: Sat Jul 23, 2005 7:57 pm
by Solutions Maximus
Yeah

that is what I was trying to say. Thanks for the back up.

Posted: Sat Jul 23, 2005 8:03 pm
by Nixit
Well, what should happen is that blocking and attacking should be two completely different skills. Then, someone might be horrible at attacking but a very good blocker, and vice versa.
Posted: Sat Jul 23, 2005 8:08 pm
by Litchin_flip
Purely out of curiosity is there anything that you don't question Surly Cantrian
Posted: Sat Jul 23, 2005 8:12 pm
by Surly
The day anything is implemented as I suggested... that is the day I won't question it.
That simple...

Posted: Sat Jul 23, 2005 8:13 pm
by Solutions Maximus
I think we should have a martial arts skill in Cantr. Seriously, I would love to roundhouse kick some of these Craaaazy newspawns. Eek!
Posted: Sat Jul 23, 2005 8:24 pm
by Lumin
The Surly Cantrian wrote:That should only be removed if the weapon skill thing is toned down.
Certain people would be able to hit someone twice and regardless of tiredness kill someone instantly.
Bad, bad idea.
I don't want an instant kill game.

I haven't had all that much experience with combat, but if I have my facts straight you can basically only get one full-powered hit on another person a day anyway, right? The second hit would be significantly weaker, whether you're attacking the same person again or someone else, so instant kills will still be extremely rare, next to impossible. (And on the off chance it dos happen, the attacker will lose their char to when they're dragged to prison after exhausting themselves.)
So I don't think some kind of one-char murder spree will ever be a problem. (Though if someone is really, really skilled and has gone through all the trouble to get a high-end weapon, personally I wouldn't be opposed to it. That kind of strength will never be common, and it might actually be a good thing if Cantr had it's own version of Hercules or Beowulf...)
Posted: Sat Jul 23, 2005 8:29 pm
by Surly
Just think about this...
My character is 50 years old. He has been a soldier all his life, but due to random skills he only saves 12 percent with his shield. Now that would be lowered to, what, 7?
A talented person who hits high with a crossbow hits me. He does 60 damage, minus 7, so 53.
He then hits again, and does 40 due to tiredness. I don't even save 7 this time, only 4 so another 36. I'm 89 percent damaged.
He hits again, this time for 20. I don't save anything. I'm dead.
Yeah, that sounds like a great game. If I wanted that, I'd go play D&D...
