Shattered Kingdoms

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Should casting be stopped if you move?
Yes 19%  19%  [ 8 ]
No 81%  81%  [ 34 ]
Total votes : 42
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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 8:57 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Dumb idea.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 9:04 am 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 519
Location: Minot AFB, North Dakota
I think the movement lag is a good enough "penalty". If you feel something must be changed, perhaps just add to this lag?

This would remove a nice, and valid tactic to from the game with no gains that I can see.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 9:27 am 
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Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
I don't understand what the goal of this. The only spells that benefit from moving while casting are final strike and Holy Word. As many have pointed out, final strike itself needs to be fixed. Holy Word, this is a valid tactic. What point can serve in annoying players in that every time they need to cast a spell to save time, they have to sit around and wait for it? Buffing/Refreshing while on the run is helpful in every situation, and hardly detracts from the game.

On the note of changing the game so it isn't stagnant and people leave; why not add new features to classes/races/etc. instead of changing mechanics of innocuous things, or even fix existing issues? Changing things that work properly isn't the same as "making the game new and fresh", it has the exact opposite affect by changing miniscule things that do nothing but add an annoyance.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 9:46 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Teh_Peso wrote:
, and final strikes by OA during IMM rps.


Just so it's clear that you're actually just being a toolbag, I've never used the spell FS, and on most sorcs I roll I don't even train it.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 10:02 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Oh really, I remember a character griffon sorx that happened to final strike the entire MC during the Garazul opening RP, even though you had more than enough to handle us.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 11:42 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Rikka never final struck. You're mistaken.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 12:26 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Dralan wrote:
On the note of changing the game so it isn't stagnant and people leave; why not add new features to classes/races/etc. instead of changing mechanics of innocuous things, or even fix existing issues? Changing things that work properly isn't the same as "making the game new and fresh", it has the exact opposite affect by changing miniscule things that do nothing but add an annoyance.

If you haven't seen me fixing existing issues, you haven't been paying attention. This topic came up specifically due to me fixing an existing issue. Making this change, if I were to make it, would take 30-seconds and one-line of code, which is why I bothered to bring it up. Adding even one new skill or spell usually consumes between 1-3 days of coding time. That's not to say I don't do it, but especially when a skill/spell is only used by one new class, it's usually not the best bang for your buck.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 1:25 pm 
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Joined: Mon Sep 16, 2002 4:06 am
Posts: 756
Location: Murfreesboro/Cookeville, Tennessee
I didn't mean to imply you weren't doing any of those things. I apologizing for coming off this way. This just seems like a ridiculous change, and I suppose I wrote that post thinking you were intent to do it instead of merely feeling how the pbase felt if it were to happen.


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 1:33 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
If I was intent on doing it, I wouldn't bother to ask. Everyone who has been around here awhile knows that too. ;)


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 Post subject: Re: Casting while moving
PostPosted: Wed Nov 30, 2011 3:29 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Yes, but:

1. Let combat casters not only keep cast-move, like Ain said, and also let them move around on their own while casting.
2. Give hellions the fear spell to make them less useless in group combat and to even out the advantage given to paladins.
3. Make it so that a non combat caster who is following someone and while casting a spell automatically aborts the spell to follow their target, at the loss of some mana.
4. Script the 'stop' command to cease spellcasting in the middle of a spell at the loss of some mana.

Allow the mana lost in situations 3 and 4 to = (X/100)Y where X is the percentage completion of the spell and Y is the mana cost of the spell in the event of a failed casting.


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