Sargas wrote:
There's nothing wrong with swords being really good. That is not what is being said. Your post has nothing to do with the argument. Bash being overpowered doesn't mean swords are weak.
And the idea is that fleeing / getting away ought to be harder than it is all around. Bashing should be used to FINISH a kill, not from start to end during a fight. Let fighters use their other options without having to cover for their options with bash lag. The "bash privilege" concept is... blergh.
My point was that I love the fact that out of all magic spells and abilities in the game, one of the most effective tactics in combat is still just beating the trash out of your opponent by slamming him into the ground. I feel that it throws a worthy bone to people who give up so much utility by not selecting a caster class.
From a gameplay perspective, I don't mind the idea of making fights harder to escape from: But from a logical perspective, it makes sense that landing kills on people focused on running away is difficult. There wouldn't be many tackles in football if all the quarterback had to do was take the snap and run backwards!
I suppose my concern is this: If all we do is make -escaping- from combat harder without giving PCs additional defensive measures, then you just push the game further towards discouraging people from staying logged in against immeasurable odds. Eventually that zerg group will find you and then you won't be able to quaff recall and get away. In other words, I don't want to make fleeing harder without forgetting that sometimes you're just straight-up outnumbered. There should be places that you can feel at least semi-secure besides just cabal HQs.
I think that the group combat code was a step in the right direction: Something that limits the mobility of casters by forcing them to flee just like melee characters are forced to flee. I think that the best next step would be to make city PvP more than the current boring gate-in, look around, gate-out strategy. Honestly, cities are so open to attack that it's ridiculous and it makes so little IC sense as to how there are gates stationed all over the gates but not one single sentry at Jemm. It's one thing to get jumped by eight guys in the middle of nowhere, but when it happens repeatedly inside of your own city, it's a bit frustrating. I have a hard time envisioning exactly how that should work, but I think that making all capitals no-transport, no-recall and removing bounty NPCs completely would make city PvP more engaging. Make those sentry groups mean something, and make wars actually look like wars instead of gate-in, gate-out.