more realistic
better balance
If we get at the same time an ability called like "adranaline rush or blood frenzy" which would be activated after a successfull kill and making you immune to weapon staggering for a limited amount of time.
Why add an abillity, if you are so afraid of ranged staggering, then a better suggestion would be to remove stagger on any ranged dmg since you already have the slowing effect of having less health.
If we get at the same time an ability called like "adranaline rush or blood frenzy" which would be activated after a successfull kill and making you immune to weapon staggering for a limited amount of time.Fuck it, let's just add Magic. Magic and... and rain dances!
Fuck it, let's just add Magic. Magic and... and rain dances!you never heared about blood lust, seeing red, rage attack ... descriptions of people in extraordinary situations, gathering their last bit of energy to struggle against all odds and get through the most dangerous situations? I dont care how you would name it, but adranaline is there for a reason f.e. to ignore pain so you can keep functioning. What would that be in terms of crPG 0_o well how about "they cut me or shot me, but i dont give a shit because i am on adranaline trip and want to fucking kill that dude who shot me ..." so ignoring the pain any arrow caused ... not feeling pain ... one last strike which kills the last ranged my old friend, while he keeps shooting me.
Games should try to simulate those things in the actual players. Its never going to make you feel bloodlust, but artificially adding it into a game will end up very "gamey" and fake, which can actually make it less realistic. So they should just try to put people under pressure by creating punishments for dying (like having to lose your turn to play and wait a bit like with Battle and you multi).at least i get a reasonale response from someone :rolleyes:
Its not really realistic to have a uniform "bloodlust" because each person would act differently in the situation and there would be a slew of other emotions going on depending on the person/situation. If the game makers can some how make you feel something as you play that that is enough imo
you never heared about blood lust, seeing red, rage attack ... descriptions of people in extraordinary situations, gathering their last bit of energy to struggle against all odds and get through the most dangerous situations? I dont care how you would name it, but adranaline is there for a reason f.e. to ignore pain so you can keep functioning. What would that be in terms of crPG 0_o well how about "they cut me or shot me, but i dont give a shit because i am on adranaline trip and want to fucking kill that dude who shot me ..." so ignoring the pain any arrow caused ... not feeling pain ... one last strike which kills the last ranged my old friend, while he keeps shooting me.Yeah, it's an adrenaline rush. Practically everyone in any sort of combat situation like what we have in cRPG, would be going through an adrenaline rush. If everyone has it, then essentially no one does.
Now if thats magic to you, then we live in a very magical world indeed ^^.
Yeah, it's an adrenaline rush. Practically everyone in any sort of combat situation like what we have in cRPG, would be going through an adrenaline rush. If everyone has it, then essentially no one does.Please clarify.
Please clarify.
While i see there are situations where the game gives me a kick through difficult situations like staggering, it also gives me with the amount of ranged and the way ranged works the impression, that i dont need to expose me to such flawed and rather grieving game mechanics. So while others ask for removing the staggering complettly or nerfing stats of chars, weapons or projectiles, finding a way to improve a flawed game design i see as preferable. Now we can agree to disagree if there would be a flawed mechanic in need of improvement, but i still rather spend my time to find ways to improve game mechanics then get back into the same old same old stats balancing discussions. In that sense i liked the OP suggestion, as it was not going for default nerf of stats, but trying to find a new way to change game dynamics.
It's going to either feel "gamey", as Grumbs pointed out, or completely pointless. "If everyone has it, then essentially no one does" means that upon entering combat you and your opponent would both receive an adrenaline rush.
Only if one has "killed" someone, only for a few seconds he would have the ability to ignore stagger, to f.e. reach the next ranged dude. If you didnt kill someone you are still prone to projectile staggering. That in my view neglects the "everyone has it argument", because by default noone has it
In this situation, has either of the two received any meaningful benefit over the other? No. If you did something especially gamey like allow them to not get staggered from projectiles, you might as well have just removed stagger from the game, not to mention artificially nerfed ranged.
Differenece again is, i dont want to get rid of stagger, i am but looking for a meaningfull way to soften its effects, as with the amount of ranged players at times, it is just no fun as it is, at least not in my book. If then 2 opponents approach each other, one of them just killed another one, and both are being targetted by ranged ... well the dude who doesnt get innterrupted ... has a meaningfull benefit, right?
Giving something to everyone is like giving it to no one. If there are problems with stagger, then fix stagger(you only need 15-25 raw damage for your ranged hit to stagger, this means 99% of hits will stagger. Good luck getting cmp to fix this though), don't add some excessively gamey system just so you can have a reason to implement the secondary effects.
Again the "something to everyone"-argument i see as invalid, as there are circumstances to be met before someone gets the advantage. If it is again about cmp not being able(time or whatever) implementing something then that maybe sad, also but doesnt count as an argument. It is just telling me, that there is no chance to get a meaningful solution either by implementing a new or correcting an old mechanic, right?
There are basically two potential routes you can go with the adrenaline thing. You've addressed one concern by stating "but instead we'd do x", but didn't realize that in doing so, you moved straight into area of being "gamey", which is the second concern. So I don't really see this thing having a future in cRPG.
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Sorry
why don't all of you huge nerds just go play MTG and leave us all alone
If you can't make on topic and constructive post then don't post anything at all, shouting nerd, bundle of sticks & so does not help in debate, please go waste your life in other part of the forum.
Thanks in advance
Okay let me rephrase shitbird;
Your idea is over complicated
hard to code in this game
and would only serve to frustrate players.
Everything you do in RL has an effect aswell, some instantly some delayed. Everything triggers snowballs, so why would it be 'gamey'?Yes, I'm familiar with the term causality. What I don't understand, is how "blood lust" or an "adrenaline rush" is necessary. "Gamey", meaning artificial, forced and not really complimenting any other game mechanics. As far as reduced effectiveness as hp lessens, that's just a way to limit a player's enjoyment in the game. Not only does this limit fun, it negatively affects certain classes far more than others.
You kill a man(/woman, yeah womens rights and all, even they are allowed to be killed in combat), and after this you feel a surge of might for having felled a foe.
I hate the mods where your horse slows down to a crawl when it gets damaged (even worse if that same effect gets applied to your character).
Fuck that noise.
So you rather ride a magical horse that doesn't get slowed down by the blood fleeting his body? Or the same happening to you when your guts are spilling out by 1 to 2 strikes to the lower abdomen? Let me geuss you're part of the cav that rides into a wall with a 500kg (without armor) horse at about 25 miles/h just to get a couch killl on an archer and feels good about that?
If this were to happen IRL both you and said horse would be nothing but a big splatter on that wall, but THAT would be to much of a demand on coding.
Games should have penalties if you F'd it up, how else can you feel that you achieved something when there are babyrails that catch & guide you all the time?