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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 4:47 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Yeah, lack of care in all honesty. I still haven't read your first post anyway. Doesn't matter what it says. Both OA and myself knew Dulrik has already responded to this type of request with a resounding no. You have the proof you asked for. This is my final reply to this thread, as it's purpose has been served.

Oh, and Smoochy Bovine is the forum id of the last person that raised this issue. It's the forum id of the creator of the post I linked to you.


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 5:22 am 
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Mortal

Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
Ahh. And I did not ask for proof, I already assumed you guys were telling me the truth. What got me is... why even post if you aren't going to bother to read? It makes you look a) a little ignorant and b) drags the stupid thing out.

As far as posting in the gameplay forum.. I figured it was an open forum to express ideas, things that might improve the game, no matter how small. The goal wasn't to fight tooth and nail for this to be pushed through and coded, certainly not right away. The goal was to express an idea and see what the other players thought of it. I couldn't tell if you guys opposed the idea or simply knew it was a moot point and tried to curb it before it picked up steam, yet again. All it would have taken is a friendly 'Hey man, a lot of people have thought of this idea and a lot of us like it, while some don't, however, Dulrik has said emphatically, Hell no!'. Short and to the point, with nothing left to be taken the wrong way.


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 5:34 am 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Quote:
Anytime I flee I feel like some blonde in a horror flick that found the bad guy!


Thats the way its supposed to be. You are afraid for your life and therefore anyway you can get out will be the best.
I say no to changing it, as big D will as well.

Quote:
however, why would sounding a retreat when you are alone effective?


And I get how this would be silly, however, A merc cannot retreat if he is not in a group. Sooo if he has to flee solo no group=no retreat(so always run a group).


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 5:37 am 
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Joined: Sat Mar 09, 2013 4:56 am
Posts: 59
Location: Milwaukee, WI
Hey maxman, keep it up. I love your ideas, even though most are already discussed.

Sucks that we have to have such a thick skin to post on the forums.

Try not to let them get to you.


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 6:34 am 
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Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
IIISheets wrote:
Hey maxman, keep it up. I love your ideas, even though most are already discussed.

Sucks that we have to have such a thick skin to post on the forums.

Try not to let them get to you.


I appreciate that man. It's nice to know not everyone is narrow minded.

@deathadder: As I've stated already.. you most certainly are NOT always fleeing for your life. I'm sorry you feel that is the only reason to flee a battle, however, that is most certainly not the case. Think about, seriously.. say I go to attack a NPC and we're grouped... you have a crappy adjective and I accidentally target you instead of the NPC. Well, as happened to me already, I'm not necessary scared for my life I just do not wish to harm my ally. In my case, I almost killed a guy in one round because of it so I fled. It was not in fear of my life but his. And I really wouldn't even call it fear. Just trying to avoid an inconvenience. Also, not sure if you got my point because of your wording on the second part... If a group if formed, yet you are the only one in said group, can retreat still be used? If that is a yes, then there is a flaw to this. If it is a no, then it is fine. However, that really has no bearing on the flee idea, because they are still two completely different things, just similar due to their nature.


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 6:39 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
... AMIRITE?


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 6:52 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
I lied. So sue me.

Hey man, a lot of people have thought of this idea and a lot of us like it, while some don't, however, Dulrik has said emphatically, Hell no!

It is not a mistake on the code's part that you attacked your own group. It was your mistake, so why should the code have to account for your mistake?

And yes, a mercenary in a group that consists of only himself can retreat, and also rally with rallying cry.


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 7:23 am 
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Mortal

Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
Rodwen wrote:
I lied. So sue me.

Hey man, a lot of people have thought of this idea and a lot of us like it, while some don't, however, Dulrik has said emphatically, Hell no!

It is not a mistake on the code's part that you attacked your own group. It was your mistake, so why should the code have to account for your mistake?

And yes, a mercenary in a group that consists of only himself can retreat, and also rally with rallying cry.



Already sued, I was awarded 50 black. Pay the F up man!

Stop reading all my posts and picking parts to troll on bro. I didn't post this because I thought the code was mistaken due to my action.. jesus christ. I swear to god, how did you survive this long with a thought process like that?


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 7:32 am 
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Mortal

Joined: Mon Dec 14, 2009 4:11 pm
Posts: 319
Location: The 316
Max,

Ill be honest I read your post then hit reply. Bear with me if [REDACTED] is be re-said. Fleeing in SK is considerered "an act of absolute fear and panic". As a player you see potential tactics with it, but according to code and your IC char it is purely a desperate measure to escape in any direction I can get my [REDACTED] safely to. That is why flee works like it does and why it won't ever be changed. Sorry bro


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 Post subject: Re: Possible change for the flee command?
PostPosted: Wed Jun 12, 2013 7:35 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
You posted this because something in the code does something you don't like with an explanation of why it shouldn't do it the way it does and the way you would like for it to work.

I've only posted because you're wasting your time, and everyone else's, by continuing this discussion in any way. If you want to claim that this thread is now just to see how many people agree with you, then fine. Put up a vote option. Don't expect it to change anything, though.

You're cool. I like the way you play and the way you handle things ICly, and how level-headed of a player you are. This thread is just a complete waste of time, whether you like it or not. Sure, you may learn how many other people like the same idea as you, but what does that do for you? It doesn't change anything, it won't change anything, and you won't feel any better about how flee works in the game. Sorry not sorry bro.

Fine, allow me to read your first post in it's entirety. Give me a moment...okay, more picking apart. "seems like it would be a fairly simple fix though" There's your problem. You view the current implementation of flee as broken. It's not. Sorry not sorry bro.

The rest of your first post was the explanation and reasoning. Dulrik's response: no.


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