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Combat Engagement

Posted: Sun Dec 14, 2014 7:41 pm
by cfelch
The way combat works currently, aggro creatures run in and are immediately attacking you. Where as prey creature immediately hide and run. Both very twinkish behaviors.

Given the slow down in just about every other aspect of the game, this doesn't make much sense.

On top of that, it creates a very steep mortality curve for non-combatants.

Fleeing in general also seems to have a rather poor chance of success, so you cant even use code against code to fight the AI here.

Maybe I just had a bad experience.

Re: Combat Engagement

Posted: Sun Dec 14, 2014 11:45 pm
by Eru
No warg is going to pause and allow you to emote before attacking nor would they realistically and if we set a timer on aggro, people are going to abuse it. It's not twinkish, it's just how the game plays.

Re: Combat Engagement

Posted: Sun Dec 14, 2014 11:56 pm
by cfelch
Wargs (by default) are in rooms that are supposedly a mile wide.
Arguably there isn't time to close on me to immediately attack.

And it very much is twinkish, thats not to say its a bad thing, its just not 'user friendly'.

In the past there has always been tacit approval for twinking defensively in areas where the game twinks offensively. In this scenario that's not really an option, so i was hoping the code could change to give the player a better chance.

Re: Combat Engagement

Posted: Mon Dec 15, 2014 5:08 am
by Sailor
I'll agree that being unable to leave the walls as a non-combat PC without the escort of a Guard does get irritating. Though, I can see how it makes sense for the game environment, what with the Mirkwood being so dangerous and there not being a large enough force to fully patrol the surrounding woodland and keep the everyday threats at bay.

I don't know if it will ever be possible, but perhaps some time in the future Utterby will expand far enough to where a perimeter wall can be built, allowing access to woods and foraging. This idea comes similar to the Wardens and the Anorian/Pelannor Fields (correct me if I am wrong in this name) back in the days of Minas Tirith. I recall the occasional bear or wolf pack would find its way into the patrolled area, making it important for patrols to be held. It also allowed those PC's that are noncombatants a place to gather supplies and hunt (perhaps this could be considered twinkish, I do see how it could be abused). I'm not sure if this could ever happen around Utterby, but a thought?

However, I do like how you might have to search out a group of Guards to escort you should you ever have to go outside the walls. Creates RP, which is never frowned upon. Gets those crafters that hide all day out and RPing with others. Though, lack of Guards being online does make this difficult at times. I can see an argument to both sides of the discussion.

Re: Combat Engagement

Posted: Mon Dec 15, 2014 3:51 pm
by Nimrod
Mirkwood is extremely dangerous. It's a pain, yes. Alpha was designed to be a very brutal experience. Once we open Laketown there will be a gentler area for humans. Until then, don't go out the gates.