Shattered Kingdoms

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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: Combat speed
PostPosted: Tue Mar 21, 2006 11:05 am 
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Joined: Thu Jan 15, 2004 1:21 am
Posts: 688
SK Character: Delear - Maridosen
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.


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PostPosted: Tue Mar 21, 2006 11:26 am 
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Joined: Mon Sep 12, 2005 3:18 pm
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Results of this change on actual PK?: Casters strengthened, warriors weakened. Are casters too weak right now? Are warriors too strong right now?


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PostPosted: Tue Mar 21, 2006 11:28 am 
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Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
I think he means the casting time of spells will go up as well.

This change will simply make SK a little slower. Which can really help in big group PK. Unless all your job is in that is spam bash or heal and you just do it, don't bother with info or anything.


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PostPosted: Tue Mar 21, 2006 11:40 am 
I'd rather see it stay as is. I think it really is mud clients that make it more difficult on some players.

Everything else can be countered by the fact that they can improve at said things (save triggers) and that it would be better for them in the long run.

And as Algon pointed out, it'll decrease the efficiency of melee classes, and anything that does that I'm definitely against.


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PostPosted: Tue Mar 21, 2006 11:41 am 
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Joined: Mon Sep 12, 2005 3:18 pm
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Would the lag on quaffing be increasing, the lag on herbs, the lag on zap/brandish/recite? Good luck with the change.


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PostPosted: Tue Mar 21, 2006 11:48 am 
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Joined: Mon Sep 15, 2003 5:48 am
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The way I understood the question phrased was just to increase the time scale of SK, so that rounds of battle (and accordingly, spells, brandish lag, etc) would take longer, giving the player longer to react.

Its true that group PK makes it nearly impossible to think, but I find the problem is more spam than typing time.


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PostPosted: Tue Mar 21, 2006 12:06 pm 
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Joined: Wed Jan 22, 2003 10:33 am
Posts: 570
I read it the same, combat would take longer time wise but that doesn't mean it would take longer round wise. So I'm not sure if the comments about casters vs. melee are regarding this interpretation or if they are for applying to another interpretation. If those comments do apply to a longer combat time but not more rounds please elaborate.

Lei Kung


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PostPosted: Tue Mar 21, 2006 12:25 pm 
I like the "frenzy of battle" way it is now. Anyway, it seems that a large majority of players have plenty of time to react how it's set up now. It's not like the days of old (golden age) where everybody was dead in 3-4 hits and combat lasted 0.2 seconds.


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PostPosted: Tue Mar 21, 2006 12:42 pm 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
I'd like to see it all slowed down. This is a good idea. Also, I would like no spam to affect undead movement.


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PostPosted: Tue Mar 21, 2006 1:07 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
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I was willing to support other methods of lengthening training because they were adding fun as well. This just makes training more boring. Ugh.

I grant that group combat spam isn't pretty, but detecting critical events - or setting client flags to do so - is a part of PK skill.


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