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 Post subject: maybe more of an idea: Chords and being tripped
PostPosted: Mon Feb 19, 2007 6:32 pm 
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Joined: Wed Feb 16, 2005 3:17 pm
Posts: 15
I think chords need a concentration check or something, when a bard gets tripped.

I've been training f minor, and if you get tripped when you're about to sing an f, you'll have to wait two combat turns before you're back up to sing it.

If you get repeatedly tripped, it'll wait till you're back up again to sing it. By that time, I'm down below twenty health and need to flee from these NPCs I've hardly hurt since I started fighting.

You flee into the next room, and finally sing that f minor that you were trying to do ten combat turns before... meaning you have to flee again because of the new NPCs you've just attacked in that room, or worst off your mount.

I just think that when you're tripped, you should let out the chord right there with a very low chance of success rate. Instead of holding it in till you're back on your feet.


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PostPosted: Mon Feb 19, 2007 6:56 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
I don't agree.


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PostPosted: Mon Feb 19, 2007 7:01 pm 
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Goldlantern wrote:
I don't agree.


why not?

if you were going to say/sing something at someone, and you get tripped to the ground, would you really be able to stand up and do it without thinking about saying or singing it again?


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PostPosted: Mon Feb 19, 2007 9:57 pm 
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Joined: Mon Nov 28, 2005 10:36 pm
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Why then don't we make spells the same way?

This is why I suggested a "cancel" skill/command.


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PostPosted: Mon Feb 19, 2007 10:07 pm 
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Joined: Sun Dec 18, 2005 10:40 pm
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Chords fire instantaneously. They have no casting time, only the lag time after singing so there isn't anything to interrupt.

The solution to your problem is to stop spamming f minor. Or to practice the chord in an area where the NPCs are too weak to harm you.


Last edited by thunder on Mon Feb 19, 2007 10:09 pm, edited 1 time in total.

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PostPosted: Mon Feb 19, 2007 10:07 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
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Location: Floating in Previous Player Ether
If you were going to sing/say something, and got tripped, all that would happen is the "whuff" of the air getting knocked out of you. Not a chord of any kind.


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PostPosted: Tue Feb 20, 2007 5:07 am 
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Joined: Sat Nov 20, 2004 11:38 am
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Location: Milton Ontario Canada
SK Character: Umdon
Playing a bard you learn a few things like not being in the front row. Buy a pet and tumble behind it then sing your merry heart away. Other ways if you don't want a pet include buying a potion of flight or max your dex.


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PostPosted: Tue Feb 20, 2007 12:51 pm 
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Maxing your dex does NOT mean you won't get tripped/bashed


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PostPosted: Wed Feb 21, 2007 12:37 am 
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Joined: Wed May 05, 2004 1:58 am
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Location: Athens, Greece
Flight is your friend. Also, tumbling behind a pet will not -I repeat- will NOT help you, since the chords will hit your pet too, turning it aggro to you and leaving your group. Pet is your friend, though, if you are singing songs.


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PostPosted: Thu Feb 22, 2007 1:13 am 
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Joined: Tue Sep 14, 2004 1:02 am
Posts: 1585
Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
This is quite a big issue we're addressing here.

In my view, spells and songs/chords should need concentration, as well as some skills, if we're aiming to be realistic.
Example:

Priest/Sorc/Warlock/Pallie begin to cast a spell.
They get bashed or tripped.
The caster should roll a successful check VS damage taken that round and:
a) Lose the check then fail the spell (Messaging the player "Spell disrupted")
b) Pass the check and fire the spell away in correct time, but remain bashed/tripped for the said period regardless.

This would be a good addition if the Administration is willing or desires to make the game more realistic, but I do not think such is the case here.

I have to mention as well, that coding such would require large amounts of code, has very high error or mishap possibility since all spells, casting in battle process etc would have to be affected.

It might appear like a good idea, but has anyone sat down to think of the drawbacks in this?

I must remind you something I always remind myself when thinking over such changes. SK is a fantasy game, that does not stick into the boundaries of reality. As such several things might look out of place. Do we want to make it more realistic or can we settle for some such things in the name of fantasy?

Just my 2 cents.


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