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 Post subject: Assorted issues with new "combat' code.
PostPosted: Wed Aug 15, 2012 10:30 am 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Let's list problems/issues we have noticed with new combat code.

My first one is that sanctuary is pretty gimp now. I play a hellion, and if I have sanctuary and anyone in my group starts to fight, I am then "in combat" and can use cleave, which is an "opening attack" and not break sanctuary.

Apparently there are some issues with intimidate as well, but given that I have 0 experience with the skill prior to the recent change, I'll leave that to other people to comment on.


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 Post subject: Re: Assorted issues with new "combat' code.
PostPosted: Wed Aug 15, 2012 12:20 pm 
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Mortal

Joined: Wed Mar 25, 2009 10:11 am
Posts: 941
Are we only listing problems and issues? There are pleanty of things I like about the combat system that I could mention.

Also, both of those things seem to be technical problems. Is this also a place to complain if we don't like something about the combat system, but it seems to be there on purpose?


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 Post subject: Re: Assorted issues with new "combat' code.
PostPosted: Wed Aug 15, 2012 2:16 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Moving this to the bug forum as the intent of the thread seems to be to report issues not likes/dislikes.


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 Post subject: Re: Assorted issues with new "combat' code.
PostPosted: Wed Aug 15, 2012 6:32 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I personally think that if you take an aggressive action against anyone but your current target, you should break sanctuary. If you have to supply an argument to your murderdeathspell, you are clearly stepping out of the bounds of "defensive" territory. It's very silly that anyone in the third rank can spam cast aggressive spells while maintaining sanc just because the guard NPC in his group started a fight.


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 Post subject: Re: Assorted issues with new "combat' code.
PostPosted: Thu Aug 16, 2012 6:20 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Just so it's in the appropriate place, I'll post this here though I think it's already been mentioned elsewhere.

If a PC dies/NPC leaves combat, it's almost as if the game is assuming combat has "ended" until the next round of attacks triggers. This causes things like breaking of sanc (I would presume a fresh set of intimidate checks if a hellion is involved but I haven't seen that in action yet to be sure), retargetting without intent (it seems to targeting goes to the NPC/pc with the highest "initiative").


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