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 Post subject: Fixing Bash
PostPosted: Sat Sep 10, 2011 4:23 pm 
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Joined: Thu May 14, 2009 4:37 pm
Posts: 553
Location: New York
SK Character: ArchaicSmurf
The lag addition was a step in the right direction, however the skill is still broken for obvious reasons. When prone, there is a lag on commands. I cannot spam "stand" if a battle ends I am still prone. Now, if this lag didn't exist there would basically be a spam-battle. One person spamming bash, the other spamming flee. But someone who is prone knows not to spam flee because of the lag factor which will only further diminish their chances of getting away.

Add lag after the line "they are already on the ground". Balances prone and bash. Obviously I am biased because I am posting this, but I think an objective observer would agree because of the amount of criticism there is on spam bash.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 4:25 pm 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Bash is good enough. I consider it fixed already with the addition of the prone status to the game. I like prone alot.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 4:25 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I don't think spam bash is OP. I also think this kind of change would make triggers more widely used.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 5:13 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Baldric wrote:
I don't think spam bash is OP. I also think this kind of change would make triggers more widely used.


Agreed.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 5:23 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Bash was balanced back when the change for prone was put in. Now you no longer take extra damage when bashed.

I don't know what you're looking for here. People spam bash when they know you're going to be killed by them. Certainly it is unnecessary for them to spam bash, but the game doesn't need it to be harder to actually kill someone. There are already a lot of things a player *can* do now while bashed and prone.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 5:33 pm 
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Joined: Thu May 14, 2009 4:37 pm
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Location: New York
SK Character: ArchaicSmurf
Not when lvl 50 players spambash lvl 39 players without any roleplay beforehand, in training areas.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 5:38 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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This is not a problem with bash.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 5:53 pm 
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I disagree, actually. Perhaps it hasn't been explained to me properly, but I do not see why there is lag on commands while prone, but not lag on "They are already down". If someone can spambash, I should be able to spamflee. If triggers are a concern, I should setup a trigger for "You regain your footing"? Or hope that my timing will come before bashbashbashbash.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 6:50 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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I believe you should set a trigger for delete; delete when you next login.


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 Post subject: Re: Fixing Bash
PostPosted: Sat Sep 10, 2011 7:56 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
VelvetWinter wrote:
I disagree, actually. Perhaps it hasn't been explained to me properly, but I do not see why there is lag on commands while prone, but not lag on "They are already down". If someone can spambash, I should be able to spamflee. If triggers are a concern, I should setup a trigger for "You regain your footing"? Or hope that my timing will come before bashbashbashbash.


There is way around the prone lag without cheating. It is called a dynamic alias. I probably shouldn't post how it works, since while it doesn't technically break the rules - it is bound to cause a lot of QQ.

#trig {sends you sprawling!} {#alias qq {#SAY Not Standing Yet!}}
#trig {You regain you footing.} {#alias qq {flee;#unalias qq}}
#trig {You are blocked from escape!} {#alias qq {flee;#unalias qq}}


This is different from automation or botting, since it requires the player to enter a keystroke to perform the alias. In fact, it is no different than any other alias except that the client will create and delete the alias via trigger. However, the player is still required to hit the alias. With the added benefit that the alias will not be created until you actually stand from the bash.

If you hit the alias before you stand, the client will simply print to your screen "Not Standing Yet!" without sending anything to the MUD at all. Not only do you avoid the trigger rule - you also avoid the spam rule.

Spam to your heart's content - it still probably won't save you, though, since your lag is longer than the person that bashed you and they are very likely spamming bash. Change the alias to quaff recall, if you want. It really won't matter in most situations.

To be frank, you strike me as a whiner. The only reason I am posting this is because I have never played any other PK MUD where using an immobolization skill, like bash or trip, lags the the victim more than the attacker - it is counter intuitive.


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