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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PostPosted: Wed Mar 22, 2006 3:49 am 
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I would like combat speed reduced (both warriors and casters included) but unfortunately, it would really screw up leveling. For example, I would like to each combat round to last twice as long to allow people to analyze the situation, cast spells, quaff potions, and so forth, but that would make me reach GM in 250 hours instead of 125. It would really screw up the slower levelers.


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PostPosted: Wed Mar 22, 2006 5:37 am 
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Why fix something if it isn't broken.


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PostPosted: Wed Mar 22, 2006 6:03 am 
Im2old4u wrote:
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


Dulrik already thought of this in the "nospam" feature that he implemented not too long ago. If you don't want to use a tool that Dulrik has given the entire playerbase to cut down on combat spam then that's your problem.

There's also scripting you can use to cut down on stuff like this.

If the fuss is about all that scrolling that happens then I don't know what to tell you. You've already got lots of options to deal with it.

What you're asking is that Dulrik completely rewrite the way combat works now. And I'm sure he has better things to do than revise the timing on all of the spells and skills in the game.


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PostPosted: Wed Mar 22, 2006 6:14 am 
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If SK's code is well built, this whole change shouldn't take more than 10 secs to do it. If the time cost for each skill/spell is static then it's quite some work.


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PostPosted: Wed Mar 22, 2006 8:05 am 
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Increase combat time a great deal and then it would take longer for everyone to level! You could force all players to spend atleast 100+ hours to reach GM....! Nice he? :D


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PostPosted: Wed Mar 22, 2006 10:51 am 
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A sign held up in the crowd of nonsense wrote:
This is a very bad idea.


My name is Ghent Atirum, and I support this message.


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PostPosted: Wed Mar 22, 2006 3:10 pm 
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Location: I am at one with my duality.
Arsilan wrote:
Dulrik already thought of this in the "nospam" feature that he implemented not too long ago. If you don't want to use a tool that Dulrik has given the entire playerbase to cut down on combat spam then that's your problem.

There's also scripting you can use to cut down on stuff like this.

If the fuss is about all that scrolling that happens then I don't know what to tell you. You've already got lots of options to deal with it.


Not all of us know how to/can script with our clients. And while the nospam feature is a nice try at combating the constant scrolling, it in no way stops the huge lists that we have to sypher through to see what is really going on in the battle.

Perhaps instead of slowing everything down we could get an even shorter system that groups attacks together? Such as a merc. with four attacks seeing "You strike XXX four times" or "You hit XXX three times" and so on? I mean seeing a list of up to twelve lines, one line for each person in a possible six positions for each group, for normal melee is much better than each and every person having up to four lines for themselves.

I have no idea how hard/easy it would be to put in a feature that groups a single players attacks like this but it would probably be considered a better solution than slowing things down or gaging everything altogether.


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PostPosted: Wed Mar 22, 2006 4:12 pm 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
The big thing I have when I run a priest is hitting info and trying to decipher the grid while it's rolling by. It gets even worse when there are pets involved, worse yet when there are duplicate pets. The grid isn't very neat when an ungreeted or pet is in formation, making it difficult to find the actual heavily injured party. So I'm left with being told who to heal and I hope that single person stays alive.

When I run a fighter, it's just spam. I do whatever random keystroking I do and that's it.


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PostPosted: Wed Mar 22, 2006 5:37 pm 
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While it does not relate specifically to slowing down combat speed, I feel that players should have to manually assist in PvP encounters. Not only would it eliminate a couple existing bugs, it would require more coordination and tactics in group vs. group combat, with the added benefit of reducing spam.

Of course, auto assist would continue to work against NPCs/creatures; it would simply be disabled against players.


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PostPosted: Wed Mar 22, 2006 9:06 pm 
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A fine idea, but triggers would have to be outlawed then.


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