Apothecary / Tea Removal Clarification

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CrashBlizz
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 8:07 pm

Arenti wrote: 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


I really don't like that idea. The whole auto hit back thing doesn't sit well with me. Neither does the fact its only one on one. You should still be able to just hit people when you want. What if its a thief who wont stay still? Oh and if your hour long fight project is over the travel tick then you've just lost all your stuff.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:09 pm

What about people running and hiding and you can hardly hurt the person in the one hit? Though it might make things more active yes. But the person has to keep checking if you could attack someone again.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:10 pm

CrashBlizz wrote:
Arenti wrote: 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


I really don't like that idea. The whole auto hit back thing doesn't sit well with me. Neither does the fact its only one on one. You should still be able to just hit people when you want. What if its a thief who wont stay still? Oh and if your hour long fight project is over the travel tick then you've just lost all your stuff.



I admit I didn't think about the road part. But during the battle you can't run away. There could be an option to do so but it has to be a chance and not always able to run. And the whole auto hit back is also not something I like. But it is needed to balance a fight.
There is no rule that says I can't post as much I want. I asked my lawyer.
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CrashBlizz
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 8:17 pm

Arenti wrote:
CrashBlizz wrote:
Arenti wrote: 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


I really don't like that idea. The whole auto hit back thing doesn't sit well with me. Neither does the fact its only one on one. You should still be able to just hit people when you want. What if its a thief who wont stay still? Oh and if your hour long fight project is over the travel tick then you've just lost all your stuff.



I admit I didn't think about the road part. But during the battle you can't run away. There could be an option to do so but it has to be a chance and not always able to run. And the whole auto hit back is also not something I like. But it is needed to balance a fight.


Another problem for this idea (don't mean to pick it apart but you've got me thinking about it now) is that at the moment projects are only in one place. If you wanted to attack someone in a another vehcile, or similiar situation, then it'd mean you'd technically have to start a project in both places and be working on two projects at one time.

Programming nightmare?
Rumaan
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Re: Apothecary / Tea Removal Clarification

Postby Rumaan » Mon Jul 19, 2010 8:20 pm

Yes, Crash, you have pretty much destroyed Arenti's idea.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:23 pm

Yep. You're right. And I don't mind, as I rather have it this way then no one reacting on the idea and thinking about it.
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Rumaan
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Re: Apothecary / Tea Removal Clarification

Postby Rumaan » Mon Jul 19, 2010 8:24 pm

While on the topic of combat system, I think my suggestions elsewhere are useful.


Rumaan wrote:
EchoMan wrote:For everyones information:

- We are actively discussing limitataions to how much you can ingest over time, so called "Saturation".

- We are actively discussing how to change the combat system. There have been many suggestions and ideas over the years.

The problematic thing is to balance whatever changes we make, so that the game still is fun and challenging, no matter what kind of character you play. But at the moment I think everyone agrees it is too easy to attack, given you have the right resources.


1. Update travel every two or three Cantr minutes and with proportionally smaller increments in the position of vehicles and people so that people using cars actually spend at least one Cantr hour in traveling most roads. All travel speeds may be scaled down too to increase travel time.

2. Make land vehicles within a range from a town visible, if not to everyone at least to those who have a binoculars or a telescope. Generate events when a vehicle enters the visibility range and half the visibility range much like what we see for docking ships.

3. Allow gatehouses to be built at each entrance/exit of a town. Gatehouses should be similar to harbors. They can be kept open when there is no danger and closed otherwise. They should have a lock which can be picked. Also, it should be possible to start a sneak in/out project that lasts about a day and has a non-zero probability of failure.

4. Limit per day tea usage to about 700g.


I am not sure if it is easy to implement 1 and 2 but 3 and 4 should not be tough. They do increase the defense of a town.
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Re: Apothecary / Tea Removal Clarification

Postby KVZ » Mon Jul 19, 2010 8:25 pm

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


Or 1/3 damage and reseting every 6 hours (1/4 of day) more damage possible as we see per day, but most of people would miss one attack because of sleeping etc.
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:29 pm

Several hits a day would be okay. It would at least give a chance to do some damage. As now you miss and its over for that day.
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Re: Apothecary / Tea Removal Clarification

Postby KVZ » Mon Jul 19, 2010 8:39 pm

I think that with multiple attacks per day we can make each hit makes the same tiredness effect as current hits, with making limit how much tea each one can consume. Then, also could be limit how much heal food can one consume per day, or make consuming healing food give tiredness effect while you get 100% tiredness you cannot eat more healing food (this would give some extra benefit to heal more if you drink tea, but makes you cannot counterattack again when you get 100% tiredness)
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Re: Apothecary / Tea Removal Clarification

Postby CrashBlizz » Mon Jul 19, 2010 8:47 pm

I think with multiple hits there needs to be a proportional decrease in tiredness to match. Otherwise you'll exhurst yourself fighting just one person nevermind several. Theres not really a logical reason I can see that eating healing food would make you tired and also I think capping healing food is going a bit far as well.

Yes making tea could reduce the tiredness and fix the problem but not everywhere has it. Several towns have obviously stock piled it and certain players have exploited it but not everyone has access to it, I'm betting a large porportion dont (entire islands). They shouldn't unable to fight effectively because of it.
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:50 pm

KEVEZ wrote:I think that with multiple attacks per day we can make each hit makes the same tiredness effect as current hits, with making limit how much tea each one can consume. Then, also could be limit how much heal food can one consume per day, or make consuming healing food give tiredness effect while you get 100% tiredness you cannot eat more healing food (this would give some extra benefit to heal more if you drink tea, but makes you cannot counterattack again when you get 100% tiredness)



You want to give each attack the same tiredness(15%)? I think thats too much.

Somehing like in case of making you less tired using tea. Giving you more energy to hit if you drank a certain amount of tea that day. And not able to drink more that day.
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Re: Apothecary / Tea Removal Clarification

Postby KVZ » Mon Jul 19, 2010 8:55 pm

Well, if tea is so rare, then we can make other substance give such effect but in lesser amount. For example water, so then you would drink water to make you less tired too. But this should be caped, so if you have water and tea, still it would be better to drink tea...
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Arenti
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Re: Apothecary / Tea Removal Clarification

Postby Arenti » Mon Jul 19, 2010 8:56 pm

Tea is no longer rare.
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SumBum
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Re: Apothecary / Tea Removal Clarification

Postby SumBum » Mon Jul 19, 2010 8:57 pm

Tiredness would definitely need to be decreased if the number of attacks per day were increased.

I disagree with healing foods being capped even at 100% tiredness.
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