Apothecary / Tea Removal Clarification

General out-of-character discussion among players of Cantr II.

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Meem
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Re: Apothecary / Tea Removal Clarification

Postby Meem » Mon Jul 19, 2010 6:19 pm

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EchoMan
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Re: Apothecary / Tea Removal Clarification

Postby EchoMan » Mon Jul 19, 2010 6:23 pm

Cogliostro wrote:But out here, we must at least pretend to be impartial. At least pretend.
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SumBum
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Re: Apothecary / Tea Removal Clarification

Postby SumBum » Mon Jul 19, 2010 6:43 pm

I don't mind the killings or massacres. It's definitely more enjoyable when there is some longstanding rivalry and not just a group choosing targets randomly, but those chars may have IG motivation for it. What I don't agree with is a group of 4 or 5 killing off nearly 20 chars that quickly. Without tea they may have been able to drag most of those off and killed them at a slower rate then come back to get the rest - still possible to massacre a town that size, but not in the blink of an eye.
I don't know karate, but I know KA-RAZY!! - James Brown
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CrashBlizz
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 6:43 pm

Cogliostro wrote:Still I hope the emergency that this situation created will help shape up a new and better combat system, more satisfying and interesting for both sides.


I do wish you'd make your mind up.

Are you in favour of this stoppage of tea - which has not only made the comabt system better but also allowed for the other side to actually now be involved, never mind making it more 'satisfying and interesting'. And also now allows for an actual war, again that you seem to so want so badly, to happen.

Or are you against - like you keep saying you are but seem to be very confused about what this game is about in your head.
Rumaan
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Re: Apothecary / Tea Removal Clarification

Postby Rumaan » Mon Jul 19, 2010 6:55 pm

Cogliostro wrote:Hey, everybody agrees on that one, Chris. Even I do. If desired, I have a post in the "Suggestions" about asynchronous combat. That's a system where any advantage or disadvantage to being online and fast clicking is eliminated from the game. Something like that is really essential.

However, we can't constantly nerf raiders and give ridiculous unmatched advantages to defenders, that has to stop for good when or if the future combat system is rolled out.


I like that. How about this for asynchronous combat? Each char gets 5 attack "turns" per day per opponent char. In each turn, a char with best skills and best weapons can cause at most 3-5% damage. The first turn can be taken any time but each subsequent turn can be taken only if the defending char has been awake for at least 2-3 RL minutes since the last attack. This means players won't lose their chars when they are asleep.

Tea should help reduce tiredness but there should be a limit on how much can be drunk in a day.
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CrashBlizz
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 7:00 pm

Rumaan wrote:I like that. How about this for asynchronous combat? Each char gets 5 attack "turns" per day per opponent char. In each turn, a char with best skills and best weapons can cause at most 3-5% damage. The first turn can be taken any time but each subsequent turn can be taken only if the defending char has been awake for at least 2-3 RL minutes since the last attack. This means players won't lose their chars when they are asleep.
.


Attacking serval times (but coming to the same overall damage as now) Would be good. You could RP whole fights. Or just swing however many times, which people will probably just do.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 7:12 pm

Won't work. Someone can just not log in for some time so he can't be killed.
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Rumaan
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Re: Apothecary / Tea Removal Clarification

Postby Rumaan » Mon Jul 19, 2010 7:21 pm

But the players won't know their char has been attacked until they log in and if they still choose to log out, they can be attacked for a second time the same day. I don't think people will stop playing all their chars for days just so that one of their chars is not attacked again.
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CrashBlizz
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 7:44 pm

I think it'd be better how it is now, just less damage and more attacks per day. The total possible damage per day still equal to that at the moment.

Regardless if anyone is online or not.
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SumBum
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Re: Apothecary / Tea Removal Clarification

Postby SumBum » Mon Jul 19, 2010 7:48 pm

Half the damage with the ability to hit resetting every 12 hrs instead of 24?
I don't know karate, but I know KA-RAZY!! - James Brown
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 7:48 pm

What would solve that? No the combat system needs to be changed drastically. Not a little. It needs to be like the rest of the game, slowly based not instant.
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CrashBlizz
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 7:53 pm

Arenti wrote:What would solve that? No the combat system needs to be changed drastically. Not a little. It needs to be like the rest of the game, slowly based not instant.


SumBum wrote:Half the damage with the ability to hit resetting every 12 hrs instead of 24?


This does solve a lot - death is normally a numbers game, you get yourself three people online and you can kill someone pretty instanly. With this you'd need 6 people - or wait 12 hours - thus giving the person time to log on.
Rumaan
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Re: Apothecary / Tea Removal Clarification

Postby Rumaan » Mon Jul 19, 2010 7:54 pm

For one, it would require more people to kill in a short time. And more opportunity for rp.

What do you mean by slow? Do you mean to say that the attacker needs to work on a day or two day long project to kill someone? That seems absolutely silly to me.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 7:58 pm

Rumaan wrote:For one, it would require more people to kill in a short time. And more opportunity for rp.

What do you mean by slow? Do you mean to say that the attacker needs to work on a day or two day long project to kill someone? That seems absolutely silly to me.

Nope if you want you can search the suggestion forum for a post of mine about a new combat system. Its not a day project I suggested.

viewtopic.php?f=2&t=19502&p=408523#p408523
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Chris
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Re: Apothecary / Tea Removal Clarification

Postby Chris » Mon Jul 19, 2010 8:05 pm

I like the idea of more hits spaced throughout the day, and damage divided proportionally. I am sure it's possible to devise a better system from scratch, but it would be years in the making. I could see this one coming online pretty quickly by just changing a few variables.

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