Shattered Kingdoms

Where Roleplay and Tactics Collide
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What do you think?
Allow 'peek' on a stunned victim 27%  27%  [ 31 ]
Allow 'get all john' on stunned victim 21%  21%  [ 24 ]
Recent recovery of stun exhausts victim 25%  25%  [ 29 ]
Room echo when victim recovers 27%  27%  [ 31 ]
Total votes : 115
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 Post subject: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 3:45 am 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
The other day, in another discussion, Dulrik/people talked about mode stun other players. Most experienced players immediately responded that stunning others is more difficult than killing, and there are a lot of inconveniences that go with it.


Here is my understanding and a quick comparison between mode stun, and mode kill:

1. It is significantly more difficult to stun a player than to kill them combat wise. For instance, when we aim upper, we land blows to the head and chest. When either of those areas reach 0 hitpoints, the person drops dead. Mode stun works differently, we go through both pools of hitpoints before they are stunned. In player versus player battles, this matters greatly.

2. When a player is killed, anyone can be at the corpse and type 'get all corpse'. This doesn't work for mode stun. Besides having the peek skill, we also cannot see and therefore cannot take the stunned person's inventory, again, 'get all corpse' gets the inventory.

3. When a player is stunned, everything goes black for a tick, they cannot do anything, but more importantly, they cannot see anything. Of course, they are not supposed to see anything, but as far as roleplaying after stunning goes, in comparison to killing, roleplaying with a stunned opponent is extremely difficult, because...

4. Have you successfully stunned other players and tried to roleplay? I have. I have tried it on 4-5 different players over the years. As soon as they recovered from the stun tick, they all ran away, 100%, no exceptions. When players are stunned they immediately assume they lucked out, and then they make a run for it when they can, human nature.


Help me flesh out these ideas:

1. When a player is stunned, everyone gains a 'peek' like skill, but instead of saying "You peek into their inventory", it could say "You found the following".

2. Allow 'get all john' to work when John is stunned, similar to 'get all john' when John is killed.

3. When a player recovers from stun, they cannot move for a short duration, in addition,

4. Please implement a room echo for all to see when a player or NPC recovers from stun.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 5:02 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
These are all fantastic suggestions.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 5:53 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
These are all amazing suggestions and I am surprised that they haven't been mentioned before.


It would be really nice if in addition to these you had some way of moving stunned opponents, but I am having a hard time thinking of an implementation of that which doesn't allow someone to say, repeatedly stun a character and slowly move them into their cabal HQ.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 6:33 am 
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Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
Voted for all four.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 7:21 am 
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Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Voted on all four as well. I consider them all fantastic suggestions too!


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 7:34 am 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
You didn't address issue 3, but it would be nice if the player could still perceive the action akin to headbutt unconsciousness.

Also, stun and the proposed recovery phase should operate on the fast effect system.


Last edited by Nightwing on Wed Jan 18, 2012 9:35 am, edited 1 time in total.

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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 7:41 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I do find it odd that there isn't a "I don't like these" option. Makes it harder to get a clear picture of anyone who may have reasons against these ideas: Might be worth adding it below, or maybe even making eight options, one for or against each item.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 7:44 am 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
My only addition to this is that I would like to see stunned bodies fully like containers. Yes, we should be able to "get" all, but I think "put" would be a nice touch for some situations.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 8:48 am 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
I really like 1and 4 as is. I really like 2 and three with conditions. Getting stuff that they are wearing should make a lag, since that'd be difficult in practice. I know there's no real difference between that and getting killed, but with death there's no hope of them waking up. I also really like the 'put in victim' idea. And with a nice lag, it'd be nice to be able to drag. That's gotta be easier than a ghost moving their body.


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 Post subject: Re: Let's talk about 'mode stun' and some ideas
PostPosted: Wed Jan 18, 2012 8:58 am 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
Stun should be a timed effect and not a tick effect like dirt kick is now as opposed to how it was.


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