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Post by tartmaster on Sept 16, 2010 0:02:33 GMT -6
I have played a mummy in the past. The stats on it are great for pallys. But because of their speed, no matter how well they "could" do in pvp, they serve no purpose simply becase any character they come up against will simply run away or run and heal, and the lame mummy has nothing to show for their effort. Can't wait to see them with a playable movement rate. Umm on another line....Vampires are listed both here and on the server as having +5 regen. They only get +2. Run/rest and run/heal have been the scourge of many pvp servers. I hate that a coward can run away, let alone rest or heal. I am of the opinion that rest/heal be nerfed in combat much like the way you cannot leave a map while in combat. If there is a way to nerf the run/rest and run/heal, then the speed of a mummy would not be an issue. Is there a way to nerf this kind of behavior? Would anyone be offended if run/rest and run/heal were taken away? Granted it stinks if you are fighting mobs and can not heal yourself, but on the other hand, if you are in pvp you do not have to worry so much about runners. Any suggestions or ideas?
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Post by Koth Tenshi on Sept 16, 2010 10:11:38 GMT -6
Run/rest and run/heal have been the scourge of many pvp servers. I hate that a coward can run away, let alone rest or heal. I am of the opinion that rest/heal be nerfed in combat much like the way you cannot leave a map while in combat. If there is a way to nerf the run/rest and run/heal, then the speed of a mummy would not be an issue. Is there a way to nerf this kind of behavior? Would anyone be offended if run/rest and run/heal were taken away? Granted it stinks if you are fighting mobs and can not heal yourself, but on the other hand, if you are in pvp you do not have to worry so much about runners. Any suggestions or ideas? Hasn't heal been nerfed enough? I don't even want to play a cleric because one of my favorite abilities on them is almost useless, because you cant heal fast enough to stop damage other caster classes can do to you. Running can't be nerfed in combat either because effy killing is allowed. If I'm lvl 12 and a lvl 40+ comes at me I'm not going to stay and fight. Also casters should be allowed to run back a bit to get out of melee. Why would you want to give your opponent an advantage? Running/healing are perfectly good tactics that suit some classes, and if someone run/rests the fights over already you have to run a good distance away to rest. Also why would you call someone a coward if they ran? Read Sun Tzu The Art of War. It's a perfectly good strategy.
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Post by cainsdefeat on Sept 16, 2010 11:48:12 GMT -6
Running from map to map is the issue. You can transition in combat unless your trying to enter a none pvp area. Spoke with Mill about this already and it would cause a lot of re scripting. One for each transition if I remember correctly.
If your in pvp and someone is using heal kits then floor them, there flat footed.... If someone is playing cleric they only have so many heals left.... there are a number of ways to combat different things in combat.
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Post by Milliorn on Sept 16, 2010 21:33:36 GMT -6
Has anyone made a new mummy in the past 24hrs? Did the speed increase help any? I will fix that tonight, thanks Rest by default (engine) does not allow you to rest within 40 or so meters away from hostile actions. There is an extended way to work around not resting anywhere in the map if any hostile action is present. Basically have to loop for all objects in the area, which I tend to avoid scripting. As for healing, well you can simply tell the heal scripts don't heal if engine detects hostility/combat nearby (like it does when you wish to rest), but without additional checks that effects everyone (including Clerics). #include "NW_I0_GENERIC" void main() { object oDest; object oPC = GetClickingObject(); string sArea = GetTag(GetArea(oPC)); string sName = GetName(oPC);
if(GetIsFighting(oPC) || GetIsInCombat(oPC)) { if(sArea == "SilesianBeskids") { object oDest = GetWaypointByTag("NW_SilesianBeskids"); ClearAllActions(); AssignCommand(oPC, JumpToLocation(GetLocation(oDest))); SendMessageToPC(oPC, "<cþf >"+sName+"</c> cannot run into Carpathia while in Combat"); SendMessageToAllDMs("<cþf >"+sName+"</c> attempted to run into Carpathia while in Combat"); FloatingTextStringOnCreature("<cþf >"+sName+"</c> cannot run into "+ "Carpathia while in Combat", oPC, TRUE); return; }
else if(sArea == "OravskMaguraLower") { object oDest = GetWaypointByTag("POST_CarpathiaTown"); AssignCommand(oPC, ActionJumpToObject(oDest, TRUE)); SendMessageToPC(oPC, "<cþf >"+sName+"</c> cannot run into Carpathia while in Combat"); SendMessageToAllDMs("<cþf >"+sName+"</c> attempted to run into Carpathia while in Combat"); FloatingTextStringOnCreature("<cþf >"+sName+"</c> cannot run into "+ "Carpathia while in Combat", oPC, TRUE); return; }
else if(sArea == "RucarBranGroove") { object oDest = GetWaypointByTag("POST_RUCAR_BRAN_1"); AssignCommand(oPC, ActionJumpToObject(oDest, TRUE)); SendMessageToPC(oPC, "<cþf >"+sName+"</c> cannot run into Carpathia while in Combat"); SendMessageToAllDMs("<cþf >"+sName+"</c> attempted to run into Carpathia while in Combat"); FloatingTextStringOnCreature("<cþf >"+sName+"</c> cannot run into "+ "Carpathia while in Combat", oPC, TRUE); return; }
else if(sArea == "CarpathianForest") { object oDest = GetWaypointByTag("POST_Carpathia_Forest1"); AssignCommand(oPC, ActionJumpToObject(oDest, TRUE)); SendMessageToAllDMs("<cþf >"+sName+"</c> attempted to run into Carpathia while in Combat"); SendMessageToPC(oPC, "<cþf >"+sName+"</c> cannot run into Carpathia while in Combat"); FloatingTextStringOnCreature("<cþf >"+sName+"</c> cannot run into "+ "Carpathia while in Combat", oPC, TRUE); return; }
else if(sArea == "DeaSeaForest") { object oDest = GetWaypointByTag("WP_CarpathiaSouthExit"); AssignCommand(oPC, ActionJumpToObject(oDest, TRUE)); SendMessageToAllDMs("<cþf >"+sName+"</c> attempted to run into Carpathia while in Combat"); SendMessageToPC(oPC, "<cþf >"+sName+"</c> cannot run into Carpathia while in Combat"); FloatingTextStringOnCreature("<cþf >"+sName+"</c> cannot run into "+ "Carpathia while in Combat", oPC, TRUE); return; } }
else { if(!GetIsFighting(oPC) || !GetIsInCombat(oPC))
if(sArea == "SilesianBeskids") { object oDest = GetTransitionTarget(OBJECT_SELF); ClearAllActions(); AssignCommand(oPC, JumpToLocation(GetLocation(oDest))); return; }
else if(sArea == "OravskMaguraLower") { object oDest = GetTransitionTarget(OBJECT_SELF); ClearAllActions(); AssignCommand(oPC, JumpToLocation(GetLocation(oDest))); return; }
else if(sArea == "RucarBranGroove") { object oDest = GetTransitionTarget(OBJECT_SELF); ClearAllActions(); AssignCommand(oPC, JumpToLocation(GetLocation(oDest))); return; }
else if(sArea == "CarpathianForest") { object oDest = GetTransitionTarget(OBJECT_SELF); ClearAllActions(); AssignCommand(oPC, JumpToLocation(GetLocation(oDest))); return; }
else if(sArea == "DeaSeaForest") { object oDest = GetTransitionTarget(OBJECT_SELF); ClearAllActions(); AssignCommand(oPC, JumpToLocation(GetLocation(oDest))); return; } } } Now as you can see, that is (part of) the Anti-Combat script(s) used in ACN mainly to prevent PvP in town, or running in town to avoid death. Anyhow, without a GetFirstArea() or GetNextArea() function to check all areas, your either forced to use this method (or a case/switch statement which this will be converted over soon), or you have to loop for all waypoints and other work arounds. Now, times this by 150...and that would just complete the scripting side to force no transition abuse. Building side be making all those waypoints, or using objects with unique tags, and finding all of the area tagnames. Oh yeah, forgot to mention, that this is an area transition script. For this system to work, every transition would require it, including doors. If you can imagine 150 *2 up to 150 *4 well better average be I would have to convert 200-500 give or take a few, transitions to complete a working module wide system. Compound lets say one minute per trigger, an total time compile and do all triggers in a map be 5-6 a map, * 150, and it would take me 600+ minutes, or ten hours of work to do this. So, can you imagine all this work, and JUST maybe in the future, people want this system updated or removed!? OR...people can not waste my time and not be an ass, leaving me more time to do other stuff like updates, etc
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Post by tartmaster on Sept 16, 2010 21:36:31 GMT -6
Also why would you call someone a coward if they ran? Read Sun Tzu The Art of War. It's a perfectly good strategy.
That is war, this is a game. I get pwnd all the time and don't care. I don't care if someone is imp, I'm going to fight until the fight is over. Worried about your bounty score much? Cain is right, it's not the running or healing, it's the running from map to map to heal or rest. If you don't want to pvp, find another server. Stop running to a different map, that is an exploit, and if mill doesn't punish the exploit, I will. Nuf said.
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