Author Topic: removing kiting and making moving formations possible all in one  (Read 1538 times)

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Offline Torben

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+1
edit:
my central point is to:

---add a mechanism that decreases wpf whilst and/or just after running full speed.  that way,  ranged is less accurate if excessively kiting.  This implicates him either moving earlier,  shooting at closer range or turning to his support weapon,    and therefor leveling the chances for melee vs ranged situations.

how this can be implemented best (bjord has a point here),  and if it is worth thinking about at all,  is what I would like to discuss.

my first idea was to do this:
everyone gets the same base movement speed and a sprint feature that depends on the things running speed now is influenced by (athl,  equ. weight)
(has his downsides,  see bjords post)

during the cooldown of said sprint,  the wpf is reduced by x% (50?),  so an archer that sprinted away can still shoot,  but not as effectively, making it a better option to engage with his melee wep,  as melee isnt effected by low wpf as much as ranged is.

same base running also allows for moving shieldwalls, a nice sideeffect of this thought,  but can be implemented in better ways,  se J's post

please discuss,  add ideas and feel free to do whatever,

Torb
« Last Edit: October 23, 2012, 09:59:51 pm by Torben »
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Re: removing kiting and making moving formations possible all in one
« Reply #1 on: October 23, 2012, 04:52:39 pm »
0
saved,  also:  I will add a poll as soon as some more ideas came in and op is updated.
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Offline jtobiasm

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Re: removing kiting and making moving formations possible all in one
« Reply #2 on: October 23, 2012, 05:09:30 pm »
+2
Basically,
(click to show/hide)

If you're trying to stop archers from kiting, it's pointless as:
If the atlh and weight is used, they would still be faster. Also it's common sense that archers are always going to be faster than the infantry.
inb4 people rage.




Offline Torben

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Re: removing kiting and making moving formations possible all in one
« Reply #3 on: October 23, 2012, 05:12:37 pm »
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(click to show/hide)

well the main point is the wpf reduction after sprinting,  which favors melee over ranged and makes kiting less proficient,  as accuracy suffers.

was that not clear in the first post or id you oversee it?
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Offline jtobiasm

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Re: removing kiting and making moving formations possible all in one
« Reply #4 on: October 23, 2012, 05:15:22 pm »
+1
(click to show/hide)

Wouldn't they be fast enough to run away and the wpf reduction get reset? Obviously it'd be stupid if it didn't reset.

seems to me this is another thread about nerfing archers
 

Offline Torben

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Re: removing kiting and making moving formations possible all in one
« Reply #5 on: October 23, 2012, 06:48:04 pm »
0
(click to show/hide)

Wouldn't they be fast enough to run away and the wpf reduction get reset? Obviously it'd be stupid if it didn't reset.

seems to me this is another thread about nerfing archers

the wpf reduction would be during the srpint cooldown,  so yes,  it would be reset.

I dont want to nerf archers at all,  but change the kiting mechanic whilst also allowing for moving formations.  I am guessing that this is a good way to do it,  archers can still move and shoot and all that,  its just nerfing the endless kiting in a one on one situation.  also,  halfing the wpf doesnt nerf the shooting THAT much in close range,  just enough to give melee guys a bit of a chance.
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Offline Bjord

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Re: removing kiting and making moving formations possible all in one
« Reply #6 on: October 23, 2012, 07:37:11 pm »
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So people with 39 STR are going to move just as fast as anyone?
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Offline jtobiasm

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Re: removing kiting and making moving formations possible all in one
« Reply #7 on: October 23, 2012, 09:31:46 pm »
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(click to show/hide)

Why not just have a button say X, which makes people walk the same speed while with the shield up? It would be toggle or hold of course.

Offline Torben

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Re: removing kiting and making moving formations possible all in one
« Reply #8 on: October 23, 2012, 09:57:12 pm »
0
my central point is to:

---add a mechanism that decreases wpf whilst and/or just after running full speed.  that way,  ranged is less accurate if excessively kiting.  This implicates him either moving earlier,  shooting at closer range or turning to his support weapon,    and therefor leveling the chances for melee vs ranged situations.

how this can be implemented best (bjord has a point here),  and if it is worth thinking about at all,  is what I would like to discuss.
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Offline LordBerenger

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Re: removing kiting and making moving formations possible all in one
« Reply #9 on: October 23, 2012, 10:06:59 pm »
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So they'll be useless against Cav now? Meh i'm cav now so sounds fine to me.
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Offline Torben

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Re: removing kiting and making moving formations possible all in one
« Reply #10 on: October 23, 2012, 11:03:00 pm »
0
So they'll be useless against Cav now? Meh i'm cav now so sounds fine to me.

never seen an archer kite a horse.  they aint that fast...

seriously,  I thought this kiting crap was an obvious problem,  guess I was wrong
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Offline Ninja_Khorin

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Re: removing kiting and making moving formations possible all in one
« Reply #11 on: October 23, 2012, 11:17:17 pm »
+2
My worry is that this is a huge nerf to agility melee builds if everyone moves the same speed or if you want to move faster you'll be swinging slower.

Offline LordBerenger

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Re: removing kiting and making moving formations possible all in one
« Reply #12 on: October 24, 2012, 04:08:25 pm »
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never seen an archer kite a horse.  they aint that fast...

seriously,  I thought this kiting crap was an obvious problem,  guess I was wrong

7-8 Ath archer with really light gear a'la Aderyn can easily outmaneuver a Horse with that said archers fast movement.
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Offline Smoothrich

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Re: removing kiting and making moving formations possible all in one
« Reply #13 on: October 24, 2012, 04:22:00 pm »
+1
holding ctrl with the beta cRPG launcher makes everyone move at the same "walk" speed, kiting should be addressed next patch, and i am sure everything will end up working out horribly ~cRPG~
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Offline oprah_winfrey

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Re: removing kiting and making moving formations possible all in one
« Reply #14 on: October 24, 2012, 05:46:27 pm »
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7-8 Ath archer with really light gear a'la Aderyn can easily outmaneuver a Horse with that said archers fast movement.

You can outmaneuver a horse with 0 athletics, unless they have like 7-8 riding and an arabian warhorse.