Shattered Kingdoms

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How should they work?
Poll ended at Mon Jul 16, 2012 7:18 am
The new way (can not use once your party starts fighting) 18%  18%  [ 7 ]
The old way (can use until you personally start fighting) 82%  82%  [ 31 ]
Total votes : 38
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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 12:11 pm 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
I read his suggestion as:

[.auto assist on] Leading a group from the third row and walking into an aggro NPC with commands stacked will lock you in combat instead of allowing you to continue onward. [.updated code]

[.auto assist off] Leading a group from the third row and walking into an aggro NPC with commands stacked will keep you moving, ignoring battle engagements or (if commands are not stacked) allow for an opening with a cleave.

Basically auto assist being the determining factor.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 12:14 pm 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
My point was that if you implement the proposed auto-assist changes, the new way with auto-assist off is the old way, while the new way with auto-assist on prevents accidental walkaways and allows back-rank characters to join in without dropping sanctuary, which is a significant (and in my opinion, favorable) change.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 1:53 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Nightwing wrote:
Auto assist should be the determining factor here. You're not caught up in combat unless a) you personally commit an aggressive action, or b) you auto assist into a fight.

This way, group leaders can turn on auto assist and guarantee that they don't leave their parties behind even from the back row, but hellions, hammer, and scouts, and spellcasters (if they desire) can turn it off to allow ambush / cleave / youknowwhat to still allow multiple openers, at the cost of breaking sanctuary. This would also let a uninvolved (back rank / skirmishing) character follow a fleeing enemy or walk away from a fight if so desired.


This is exactly what was causing circle to bug half the time - NPCs/characters in the back rank not being flagged as fighting, so as a rogue you sit there and twiddle your thumbs or dirt kick. I am fine with cleave getting a special exemption, but not with auto assist determining if you are in combat.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 5:30 pm 
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Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
But they're not fighting. They're guarding their backs, and their buddies backs.

Rogues can do other things besides circlestab.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 5:34 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Sorry, while I agree that Cleave and the HoL ability should be able to be done even after someone else starts combat, everyone in that group should be flagged in combat so that only those with skirmish can leave it... and retreat of course without actually fleeing. If you don't want to be in the combat and your auto assist is off, just flee.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 7:17 pm 
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Mortal

Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Nightwing wrote:
But they're not fighting. They're guarding their backs, and their buddies backs.

Rogues can do other things besides circlestab.



Rogues can do exactly two other things in that situation: recite a scroll and dirt kick. Actually, I guess they could pull out a crossbow, too - three things.

What you are proposing will lead us full circle to the pre-update nonsense where a rogue cannot backstab/hamstring because the target has a pulse or his own group is fighting, but also cannot circle cause his target is not flagged as in combat because they have auto assist off.

If I wanted to rely heavily on scrolls, I would play my sorcerer. When I play my rogue, I have this crazy expectation that I should be able to use iconic abilities like backstab and circle most of the time, with scrolls and dirt kick warranted by the situation and on a limited basis.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 7:24 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
FinneyOwnzU wrote:
When I play my rogue, I have this crazy expectation that I should be able to use iconic abilities like backstab and circle most of the time, with scrolls and dirt kick warranted by the situation and on a limited basis.


You so crazy!


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Fri Jul 13, 2012 9:14 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Looks like cleave and <hol> go back to the way they were. No change to backstab. From what I am reading, that ought to do it.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Sat Jul 14, 2012 7:00 am 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Thank you! The old way was much better.


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 Post subject: Re: Backstab, Cleave, <HoL ability> Change
PostPosted: Sat Jul 14, 2012 10:01 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Fixed.


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