ChanceA controversial suggestion
#51
Honestly, removing sparring would only help if combined with a complete spell overhaul to remove existing knowledge, and people would still work out a meta eventually. It just would take weeks rather than hours. Though personally I don't like sparring constantly.

Ultimately, the real issue as others have touched on is that Combat is incredibly important. It is the strongest of the unrestricted tools players possess. Crafting isn't anywhere near as important, and everything else requires apps.

We need more noncombat conflict resolutions or influences. Having a badass castle should influence raids against that castle. Traps, Single use defenses, fortifications, skills.

Because as is? Players are left with a restricted toolbox where the best move without apps is always to optimize for combat. And when you add in apps, it's almost always easier to app for something to help you in combat rather than something to help you nullify or resolve conflicts without combat.
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#52
The idea of "Just learn in fights with consequences on failure" is an awful mindset.

Because that just means if you aren't good at the first time... You're going to be in an even WORSE position the next time because of injuries.

Now, I do have a suggestion for what can happen that might improve things.

On winning an aggressive/dangerous/deadly fight...

You have a chance of sustaining an injury. The chance is HALF of the average percent of health lost per round. Have these injuries be half the normal amount of vit loss.

Fight two rounds, and you end the first match at 20% health, and the second at 40%? Averages out to 30%, which means you took 70% damage. Thus there is a 35% chance you will be rolling for an injury also.

Right now, there's no difference in outcome between a close match where you barely win... and getting absolutely shitstomped. If you know you can't win, there's no mechanical reason to not just type /surrender to get it over with faster.

Similarly, right now, there's no risk to someone who's good at verbing from picking on a new character.

Having there be a chance of injury on winning, AND having that chance be dependent upon how well you do mitigates these issues.
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#53
you literally already lose temp health based on percentage left when winning one hundred percent of the time
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#54
And those last what, an hour?

It's too short to be a consequence.  It's more of a chainverbing deterrent.
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#55
they last 3 hours hello?
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#56
u know i don't think this 2 month old thread needed a bump
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#57
(07-24-2024, 09:23 PM)Milly Wrote: they last 3 hours hello?

Okay, longer than expected, still an inconsequential amount of time, unless that person is chainverbing.


(07-25-2024, 12:34 AM)ratqueen Wrote: u know i don't think this 2 month old thread needed a bump

In the future, so I understand your preferences, would you prefer a new topic having been made while there is still a thread about it in the top ten most recent threads?
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#58
(07-24-2024, 08:04 PM)edetha Wrote: The idea of "Just learn in fights with consequences on failure" is an awful mindset.

Because that just means if you aren't good at the first time...  You're going to be in an even WORSE position the next time because of injuries.

Now, I do have a suggestion for what can happen that might improve things.

On winning an aggressive/dangerous/deadly fight...

You have a chance of sustaining an injury.  The chance is HALF of the average percent of health lost per round.  Have these injuries be half the normal amount of vit loss.

Fight two rounds, and you end the first match at 20% health, and the second at 40%?  Averages out to 30%, which means you took 70% damage.  Thus there is a 35% chance you will be rolling for an injury also.

Right now, there's no difference in outcome between a close match where you barely win... and getting absolutely shitstomped.  If you know you can't win, there's no mechanical reason to not just type /surrender to get it over with faster.

Similarly, right now, there's no risk to someone who's good at verbing from picking on a new character.

Having there be a chance of injury on winning, AND having that chance be dependent upon how well you do mitigates these issues.
i think that's a fun idea and it'd make agg/dang more immersive
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#59
real temps last shorter than battle injuries tbh especially with self heal around
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#60
Yeah, but it takes significant amounts of energy to get rid of temps that fast.

At least it's costing some sort of time limited resource that could be spent elsewhere.
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