Should the one hit a day limitation be changed?

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Should chars be able to attack any target till they are too tired to attack anymore?

Yes
15
38%
No
23
58%
Don't know enough to answer
2
5%
 
Total votes: 40
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Pirog
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Postby Pirog » Tue Nov 16, 2004 12:28 am

If the combat system will change I want to see it changed to something much better instead of just adding on a currently very poor system.

I would like to see combat as a very exhausting project, where both people exhange blows with each other automatically.

The one-hit system could still remain though, representing a hit-and-run attack while the actual project would resemble a serious attempt to kill the other character. (and that should be able to be done withing a day or two)
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Oasis
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Postby Oasis » Tue Nov 16, 2004 1:01 am

That is what to me makes no sense at all. Why would people suddenly be blind to the attacks on others? They can see when someone else is feeling a tad tired, but not a sabre slicing into them?

And it will make attacks on sleepers virtually unnoticable. You could have a murderer happily murdering away right in front of you, and no one would see? Nope, doesn't ring true. Defies all logic.
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Pirog
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Postby Pirog » Tue Nov 16, 2004 1:06 am

It must be a bug...otherwise it is totally insane. It becomes very weird when you don't see who are involved in a battle and attacking each other.
This must change, and fast, before someone abuses it.
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Nick
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Postby Nick » Tue Nov 16, 2004 1:26 am

And how about the weapon damage? I wont give specifics, but lets just say that the crossbow's damage is generally in the single digits, and is on par with a bone knife. Highest I have seen is less than 20 since the change.
One of my characters has someone prisoner who was :( before the change, and the prisoner has taken about 6 shots from a crossbow from different people since then and hasn't died.
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ephiroll
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Postby ephiroll » Tue Nov 16, 2004 2:05 am

hallucinatingfarmer wrote:
I say NO

None of my characters have any weapons, so I still don't understand what this is about the new system - something about tiredness affecting damage...


That's why there was a "don't know enough" choice, not many people know much about the system yet and I know it.
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The Sociologist
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Postby The Sociologist » Tue Nov 16, 2004 2:10 am

Nick wrote:And how about the weapon damage? I wont give specifics, but lets just say that the crossbow's damage is generally in the single digits, and is on par with a bone knife. Highest I have seen is less than 20 since the change.

I voted no to this proposal, but that doesn't mean I think everything is fine. I agree with you on weapon damage. It seems to be the case that just a teeny bit of damage or tiredness is generating massive and totally implausible weapons outcomes.

One charrie working on a long-term project has no tiredness at all and managed 9 with a bone club twice in a row against lions, someone else with a composite recurve got less than that. A bone spear was getting 5-6.

Oh, and these are figures from this evening.
.
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ephiroll
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Postby ephiroll » Tue Nov 16, 2004 2:13 am

creepyguyinblack wrote:no more than 6


Sorry, I don't have any cookies :wink:
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Pirog
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Postby Pirog » Tue Nov 16, 2004 4:29 am

The randomness on the attack seems to be much greater than before. That could be a very good thing though, as long as it isn't just negative from the usual damage.

I would like to be able to do 70-80 % damage with a weapon in some rare cases...then combat would really become interesting.
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AoM
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Postby AoM » Tue Nov 16, 2004 7:11 am

I responded YES.

Right now, the combat system is very out of order. Weapons that take an extraordinary amount of time, resources, and tools to make are not effectively doing what they are meant to be able to do... to give the people who have the better weapon a clear advantage over the people armed with a bone club or some other such primitive weapon. Under this new system, combat has been hurt, and the process of resolving conflict has become even more unbearably drawn out.

Either go back to the way it was, or get rid of the attack limit.

Instead of an attack limit, have the tiredness bar be the limit. If you get a full tiredness bar... you're done doing anything until you rest enough to replenish your strength for another attack. So a red tiredness bar doesn't kill you, it just exhausts you... like it should be anyway.

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Postby Queen Ehlana » Tue Nov 16, 2004 7:41 am

No. This is a slow game. What if someone decides to cheat and goes and kills your character before you can report it? That already happened to me in the Russian town where a guy had four characters there, and last I checked, the guy was still there long after I reported him, still killing people. But if you increase the attacks, they could do that twice as easily.

As far as I'm concerned, this is not a combat game. As the front page says, this is not for people who like to KILL. I know most people already playing the game won't take advantage of a change to turn it into a combat game, but if you offer it, it will turn into such a game.

I like Pirog's idea. There should be something that allows you to improve your reflexes, your chances of reacting automatically to a blow (in hand-to-hand only, of course). Maybe the more you get attacked, the better you get at responding. :P
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Dave Vicioso
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Postby Dave Vicioso » Tue Nov 16, 2004 7:43 am

I voted 'No' on this. Combat was already one-sided before the change. Now, even though the values seem to be a tad off, at least damage isn't so high that death is inevitable. As someone who has been on the victim side of this equation, I can tell you it sucks big-time to come across a merciless killer with a crossbow. The idea that such a sadist can use it until he tires just strikes me as a VERY bad idea. Combat needs to be fixed, there is no doubt about that. This idea is not a step in the direction to accomplish that task.

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ephiroll
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Postby ephiroll » Tue Nov 16, 2004 2:05 pm

Queen Ehlana wrote: What if someone decides to cheat and goes and kills your character before you can report it?


This has always been a potential problem and will always be unless combat is removed from the game completly. It isn't something that can be controled by changing the system, it has to be controled by OOC action.

Anyway, I did some number chrunching. Get this. Assuming combat effectiveness decreases consistantly accorrding to tiredness, a healthy man with a crossbow, allowed to attack until tired in one day, who hits every time, who does maximum damage everytime can only do approx 147% of damage in one day.

Under the old system it was possible to do hundreds, even more then 1000% in one big city in one day.
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Postby NetherSpawn » Tue Nov 16, 2004 3:54 pm

Bad idea. Cantr should not try to imitate reality, because everyone is inactive most of the time and players can't be expected to log in more than once a day. The ability to focus fire on a character, accelerating an individual death, is a bad idea.
I think that to fix the combat system it should be set back to its previous state. Barring that, decrease the effects of tiredness on combat, especially for blocking. If you're a little bit tired and the other guy isn't, your combat is totally crippled. Also, in the current system, it seems like the first person to attack LOSES. He does insignificant damage and then becomes tired enough that his shield can't protect him from the other guy's weak swing.
If you want combat to be more demanding, or specialization, make ITEM DEGREDATION! For peak effectiveness you'll need spare weapons & shields.
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SekoETC
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Postby SekoETC » Tue Nov 16, 2004 4:11 pm

Critical attacks.

Auto-defence / -running away and hiding.
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AoM
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Postby AoM » Tue Nov 16, 2004 5:23 pm

Don't throw around the Cantr is a non-combat game defense... please.

Cantr's a society game. Societies change with conflict. Conflict, sanded down to its basics, falls into two categories: Negotiations and Combat. So far, there's been no problem with the former. But we cannot discount the latter simply because people are afraid that their characters will die...

No one likes cheaters, but as it has been said, that's an OOC problem, not an IC problem.

One thing that is important though is that a person shouldn't be able to deal another person more than 99% damage in a day. There should always be a chance for a person to respond unless a large mob of people is used to kill them.

If the numbers that were crunched resulted in 147% damage per day, then we can't allow unlimited hits. Perhaps only twice per person per day.
Or make it skill dependant.

I'm a little leary about critical hits, as that could cause a one hit kill if we're not careful...

As for improved defenses, I'm all for it.

~AoM

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