Shield change

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Surly
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Shield change

Postby Surly » Sat Jul 23, 2005 7:09 pm

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? :wink:

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... :wink:
Last edited by Surly on Sat Jul 23, 2005 7:18 pm, edited 1 time in total.
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west
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Postby west » Sat Jul 23, 2005 7:16 pm

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.
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Surly
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Postby Surly » Sat Jul 23, 2005 7:21 pm

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).
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Lumin
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Postby Lumin » Sat Jul 23, 2005 7:22 pm

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.
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Solutions Maximus
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Postby Solutions Maximus » Sat Jul 23, 2005 7:44 pm

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.
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ephiroll
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Postby ephiroll » Sat Jul 23, 2005 7:51 pm

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.
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west
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Postby west » Sat Jul 23, 2005 7:52 pm

Tritto!
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Surly
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Postby Surly » Sat Jul 23, 2005 7:55 pm

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. :evil:
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Solutions Maximus
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Postby Solutions Maximus » Sat Jul 23, 2005 7:57 pm

Yeah :) that is what I was trying to say. Thanks for the back up. :wink:
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Nixit
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Postby Nixit » Sat Jul 23, 2005 8:03 pm

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.
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Litchin_flip
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Postby Litchin_flip » Sat Jul 23, 2005 8:08 pm

Purely out of curiosity is there anything that you don't question Surly Cantrian
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Surly
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Postby Surly » Sat Jul 23, 2005 8:12 pm

The day anything is implemented as I suggested... that is the day I won't question it.

That simple... :roll:
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Solutions Maximus
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Postby Solutions Maximus » Sat Jul 23, 2005 8:13 pm

I think we should have a martial arts skill in Cantr. Seriously, I would love to roundhouse kick some of these Craaaazy newspawns. Eek!
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Lumin
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Postby Lumin » Sat Jul 23, 2005 8:24 pm

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. :evil:


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...)
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Surly
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Postby Surly » Sat Jul 23, 2005 8:29 pm

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... :evil:
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