KAOS wrote:then the first person you were trying to discipline, wakes and runs down the other road... :S
Guess, that simply means you need more than one guard.
Good luck with that with the lack of players these days...
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KAOS wrote:then the first person you were trying to discipline, wakes and runs down the other road... :S
Guess, that simply means you need more than one guard.
viktor wrote:removing the hit limit and re-implimenting energy foods would not help us even if the energy food is limited intake.
hit someone hard, do a lot of damage, use energy food which would cover that otherwise there's no sense in having energy food if you cant even recover one full hit worth of tiredness.
damage is not assessed until either a) the player of the attacked characters logs in and resolves the attack or b) a period of time passes (one day for logged out players, much less for players that are logged in to prevent stalling)
Mitch79 wrote:KAOS wrote:then the first person you were trying to discipline, wakes and runs down the other road... :S
Guess, that simply means you need more than one guard.
Good luck with that with the lack of players these days...
SekoETC wrote:It seems to encourage people to stall in order to get friends online to drag after the round of combat is resolved. The defender will be online while the attacker most likely will no longer be. Stalling should cause some sort of a penalty, but how do you tell someone is stalling and not simply being offline for real life reasons? Can't tell the difference. And friends could tell the player not to log in if the penalties only applied if the defender had logged in and not reacted to the attack. There would be no way of telling if OOC coordination happened.
Doug R. wrote:The character that initiates an attack, be it sparring or a real attack, will never be "stuck," because they can cancel the attack at any time. If you're sparring with someone, and it's clear that they went offline or afk, then cancel the attack and go about your business.
Doug R. wrote:... Upon initiation of the attack, an event is generated, tiredness is applied....
Seko wrote:I guess it leads into disallowing people from dragging the attacker instantly even after the first round of combat had been resolved, because if someone is in middle of a battle, they wouldn't let a bunch of people sneak up on them and not try to defend himself.
Trapaças wrote:What about slapping someone? Does that cause a combat event too or can it be resolved immediately since it won't harm the other character?
viktor wrote:if the guard wakes and attacks, the criminal can just delay and wait until the other player is tired of waiting and either checking another char or offline. complete the move and run off.
Peter wrote:Also it would only see natural to me that atleast others can drag the attacker off. I understand others can be warned to do this before the one being attacked will resolve the attack.
KAOS wrote:do you mean the player must be logged into the affected character or only into the game account?
Sometimes I don't have much time when I log into Cantr and then only look into the events of two or three chars, so this could be important for people like me.
phoenixannwn wrote:What about sleepers? We've been plagued with them lately, and they're just standing there, eating very valuable food, and you're telling me I can't kill them unless they consent to it?
Or am I wrong here? Please tell me this leaves some way to deal with the sleeping dead.
SumBum wrote:Doug R. wrote:... Upon initiation of the attack, an event is generated, tiredness is applied....
Any way that could be changed so you're not penalized for canceling an attack?
Joshuamonkey wrote: Yep. I don't see why the guard would choose not to drag them first then, but yep, that's what could happen.
Joshuamonkey wrote: I'd say that the player would have to view the character page; otherwise they probably wouldn't know that they're being attacked.
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