Shattered Kingdoms

Where Roleplay and Tactics Collide
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Should combat speed be reduced?
It would be help. 46%  46%  [ 18 ]
No, it's fine. 38%  38%  [ 15 ]
Who cares? 15%  15%  [ 6 ]
Total votes : 39
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 Post subject:
PostPosted: Tue Mar 21, 2006 3:53 pm 
Set the timer to realtive group size/people involved in battle in THAT room. The more people the slower combat goes. ONLY reason I am bitching is my never ending lag :cry: And I used ZMUD. lag still sux.


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PostPosted: Tue Mar 21, 2006 4:39 pm 
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Joined: Tue Dec 07, 2004 7:39 pm
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I voted who cares simply because I play on a very slow connection and lag at least a little most of the time anyways. I don't know how it would affect all the high speed people.


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PostPosted: Tue Mar 21, 2006 4:49 pm 
I am on a 4.5meg hook up and I still lag.


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 Post subject: Re: Combat speed
PostPosted: Tue Mar 21, 2006 7:48 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Im2old4u wrote:
How about slowing combat slightly?

-It will definately improve large-group PKing.
As it is now, if there are more than 3-4 people in a PK, feels like we play
-reel magic- in a casino.

-Initiative will not be so crucial to the result of a battle.

-It would faintly reduce the huge advantage fast typers/trigger users get over others, at least they will have a chance.

-It will slow training a bit, maybe avoiding any other drastic means.

-If a character understands what is going on during combat, he/she can improvise thus making PK more interesting than waiting for the result and just doing what he/she was told to do.

EDIT: 3rd option add.


The combat speed on SK is already extremely slow. In fact, it is so slow that a good typist could probably get by without macros or aliases.

If you want to improve your PvP experience, which typically includes large amounts of irrelevant combat spam, use the nospam all setting. If that isn't sufficient, use your client to #GAG unnecessary information. I see virtually nothing in PvP unless it relates specifically to my character (casting, attacking or getting hit) or an enemy/group member dies. I send it all to a child window and read it later.


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PostPosted: Tue Mar 21, 2006 9:12 pm 
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Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
Kalte wrote:
Set the timer to realtive group size/people involved in battle in THAT room. The more people the slower combat goes.


I like this idea a little better. I actually take the position that there isn't enough RP-combat. I remember getting an IMM reward because Seram and Xavien (my HF Hellion of fear) both intimidated each other causing a short stalemate alowing me time to RP a bit. It was honestly the most fun PK experience I have had. He kept running in and out as well, which slowed things down. And unlike what a lot of people say, my pulse still raced and tactic and fast typing was still needed.
:drunk:

However, I don't think it should be slowed down too much. I would hate to have some IMM getting excited and making combat text look like the matrix on tylenol PM's.
:roll:


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PostPosted: Wed Mar 22, 2006 12:23 am 
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Joined: Thu Jan 15, 2004 1:21 am
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SK Character: Delear - Maridosen
I haven't voted myself yet.
Maybe there is another way to smooth those combat rounds and avoid the instant 5 page roll in a 7 vs 7 people PK. Only the implementor knows what can be done and if it will work.

All I know is that many of the late changes encouraged group PKing while the code doesn't seem to be able to handle it.

By the original post, I never meant to slow only a few of skills/spells. A rather global delay on all skills/spells, leaving balance where it is.

The intention of this post is to see a more realistic battle in SK and as I already mentioned, there might be a brilliant idea out there which will bring the desired effects on the spot.

PS. I don't see how this would affect 'skilled' PKers badly.
gtg


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 Post subject: Re: Combat speed
PostPosted: Wed Mar 22, 2006 12:42 am 
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Joined: Mon Sep 12, 2005 7:17 pm
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Location: Los Angeles, CA
FinneyOwnzU wrote:
If you want to improve your PvP experience, which typically includes large amounts of irrelevant combat spam, use the nospam all setting. If that isn't sufficient, use your client to #GAG unnecessary information. I see virtually nothing in PvP unless it relates specifically to my character (casting, attacking or getting hit) or an enemy/group member dies. I send it all to a child window and read it later.


Thanks man! did not know this command existed!
So what do you see in group combat? Only people dying?

Not sure if my client gags...I use "SimpleMU", anyone know this software?


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PostPosted: Wed Mar 22, 2006 12:53 am 
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Joined: Mon Nov 28, 2005 10:36 pm
Posts: 521
You can either create a spawn window or gag the text using an event, or use the /gag command (use /gags to list all your current gagged lines).


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PostPosted: Wed Mar 22, 2006 1:12 am 
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Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
Despite the fact that I think that everything happens too fast in Group PKs (or CTF attacks) at some point I am thrilled with the speed where you understand too little, besides it is supposed to be a battle(tactic AND speed) not a chess game(plain tactic)

Some people just spam some skill/spell, some people just sit and watch waiting to kill or be killed, others know what to do, doing it at the right time making the change in pk, I am not one of them but I sure enjoy beeing at their side or at the edge of their blade during mass group vs group pk.


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PostPosted: Wed Mar 22, 2006 1:31 am 
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Joined: Tue Sep 14, 2004 1:02 am
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Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
I am in favour of combat speed being reduced.
The longer between rounds and slices, the more time you have to observe and consider the next move.

As it is now, especialy in group vs group, its a massive spam of lag and lines, that you act instictively and preset. You cast, do something, brandish, c heal all in the time you would suppose it would be good.

Having more time to observe and thing, would certainly aid on all of the above issues mentioned.


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