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Combat updates coming
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Sun Aug 03, 2003 6:32 pm    Post subject: Combat updates coming
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Stuff I plan to change in the near future, and wish to give notice of. Wink

  • Creatures will be triple trained in combat skills instead of their current double. This only seems fair since pretty much everyone triples.
  • Fatigue adjustments here and there as to how quickly you tire.
  • Increased penalties for being extremely fatigued. Minor fatigue will remain relatively insignificant.
  • Reducing the number of fortune cookies in boxes. Wink
  • Making boxes more valuable while also reducing how many boxes are produced.
  • Making loose cash more common.
  • Fixing the problem where AIM doesn't set your target so shooting with no args can shoot the wrong thing.
  • Fixing the problem with rate of fire > 1 weapons only getting 1 shot in.
  • Adding the differences between pulse, ionic and multiphase weapons.
  • Adding the appropriate bonuses / penalties for special ammo types.
  • Fixing search so that it doesn't try to search living things when an identical dead creature is present.
  • End an aim when one attacks during it.
  • Add balance loss for knockdowns, stuns and flux blade focus drain hits.
  • Uncharged secondary pulse weapons will fire if the primary is charged.
  • RT, fatigue and experience is given for firing an unloaded secondary weapon.
  • Shooting with no weapon in hand provides no messaging.
  • Medic massages don't deter combat fatigue.
  • BALANCE verb.
  • NPC's don't search out hidden players.

That's my warehouse of fixes to apply. If you know of other combat anomalies you'd like to mention that are not listed, feel free to post them.

  • Fixed/Completed

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Last edited by HR-Trevor on Fri Aug 08, 2003 5:20 pm; edited 16 times in total
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
Posts: 3648
Location: Northern Georgia

 Post Posted: Sun Aug 03, 2003 7:05 pm    Post subject:
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How about checking experience given? <duck> I bugged about this earlier today, but Large Hatul (which I can only assume to be harder than Small Hatul, despite both taking about the same amount of time to kill) aren't giving much, if any, experience. I killed two smaller ones and gained about two notches in my GSIII mind bar, then later killed two larger ones and didn't gain anything significant to my half-filled pool. Both sets took about the same amount of time/attacks to kill, so I don't think it's a matter of how many times I did something to them.

--William
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Downtweak



Joined: 14 Mar 2003
Posts: 389
Location: West of October

 Post Posted: Sun Aug 03, 2003 7:22 pm    Post subject:
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Quote:
Reducing the number of fortune cookies in boxes.

Making boxes more valuable while also reducing how many boxes are produced.

Fixing the problem with rate of fire > 1 weapons only getting 1 shot in.

Adding the differences between pulse, ionic and multiphase weapons.


Yay.

-Downtweak
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Downtweak



Joined: 14 Mar 2003
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Location: West of October

 Post Posted: Sun Aug 03, 2003 7:27 pm    Post subject:
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A few other small things:

You can aim multiple times without shooting.

There's no noticeable balance loss for being knocked down.

-Downtweak
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Gabriel



Joined: 09 Mar 2003
Posts: 196

 Post Posted: Sun Aug 03, 2003 9:39 pm    Post subject:
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How about this one? You can fire both pulse weapons when only one is ready to shoot.

-Gabriel


The distinct whirring sound that barely emanates from a Rtuzma heavy pulse gun informs you that it is ready to fire again.
Your a Rtuzma heavy pulse gun is not yet ready to fire again.
Taking a chance on a tricky shot, you fire a Rtuzma heavy pulse gun at an eraesha. Mercilessly, you land a good hit to its right hand as an eraesha fails to dodge the attack.
Gauging the shot with care, you fire a Rtuzma heavy pulse gun at an eraesha. You land a serious hit to its chest as an eraesha fails to dodge the attack.
An eraesha collapses into a pile of broken branches.
[You are balanced, healthy, and well rested.]
Roundtime: 2 sec.
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Downtweak



Joined: 14 Mar 2003
Posts: 389
Location: West of October

 Post Posted: Sun Aug 03, 2003 10:10 pm    Post subject:
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Quote:
How about this one? You can fire both pulse weapons when only one is ready to shoot.


Similarly, you get a 2 second RT even when one gun is not loaded.

Code:
Focused intently, you fire a Rtuzma heavy pulse gun at a large hatul.  With little resistance, you land a good hit to his left pincer as a large hatul fails to dodge the attack.
A large hatul is completely dazed by the attack!
Your heavy gun is not loaded.
[You are balanced, healthy, well rested, and your inner focus is strong.]
Roundtime: 2 sec.


Also, there's no message when you try to shoot something with no weapon out. There probably should be.

-Downtweak
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They hate me because I am the accumulation of the knowledge of Death.  That knowledge is a curse to them instead of a useful burden.

-Nef; From the Dust Returned
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
Posts: 6683
Location: Louisville, KY

 Post Posted: Sun Aug 03, 2003 10:42 pm    Post subject:
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Quote:

How about checking experience given? <duck> I bugged about this earlier today, but Large Hatul (which I can only assume to be harder than Small Hatul, despite both taking about the same amount of time to kill) aren't giving much, if any, experience. I killed two smaller ones and gained about two notches in my GSIII mind bar, then later killed two larger ones and didn't gain anything significant to my half-filled pool. Both sets took about the same amount of time/attacks to kill, so I don't think it's a matter of how many times I did something to them.


This is because of the skill/stat difference between you and the large hatul. The smaller one is closer to your skill / stat range and so you learn better. Fighting stuff well above you or well below you wll alter the exp gain drastically.
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HR-Trevor
Boss Type Guy


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 Post Posted: Sun Aug 03, 2003 10:54 pm    Post subject:
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Quote:
You can aim multiple times without shooting.


This one is not a bug. Aiming over and over doesn't help you in any way, it's just an easy way for you to switch aims from one target to another.

However, the fact you can kick, etc during an aim without affecting your aim is not intended and I'll fix that.
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
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 Post Posted: Mon Aug 04, 2003 6:12 am    Post subject:
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Several items fixed, some edited, some added.
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Brokyn
LLAMA SECHS


Joined: 19 Oct 2002
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 Post Posted: Mon Aug 04, 2003 8:10 am    Post subject:
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I'm not noticing any increase in loose cash. If anything, it's been decreased. Confused That, or I'm just an unlucky POS. It can swing either way, really.

--William
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Velcroman



Joined: 16 Jul 2003
Posts: 82

 Post Posted: Mon Aug 04, 2003 11:17 am    Post subject:
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Quote:
Add balance loss for knockdowns, stuns and phase blade focus drain hits.


I'll be the first to admit this was a necessary and logical change, but now more than ever we need a way to actively regain it.. if I get knocked down and terribly balanced, I'm screwed cause there's no way to get it back. Got stuff planned for this?

Quote:
Making boxes more valuable while also reducing how many boxes are produced.


Can ya look into this? Dozens of borkins and not a single box, I think ya tweeked it too far, unless they're reaaaallly valuable.

~Dag
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HR-Trevor
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 Post Posted: Mon Aug 04, 2003 12:28 pm    Post subject:
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You're both probably suffering from low perception. But, I've increased the rate of finding both cash and boxes a bit. However, raising perception has a large benefit.

The cash increase was more for finding cash than the amount. The amount was slightly raised but you may not notice the raise on the lowest level critters with cash (i.e. chiths and a few others) or with low perception.

Previously the chance of finding a box was based on the level of boxes the creature carries. That is no longer the case. Now it is based on a base chance + perception modifier vs. a random roll. Same for cash.
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Mon Aug 04, 2003 12:40 pm    Post subject:
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We could also use a way to tell how balanced we are without swinging, and to tell how balanced our opponents are.

-Downtweak
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They hate me because I am the accumulation of the knowledge of Death.  That knowledge is a curse to them instead of a useful burden.

-Nef; From the Dust Returned
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HR-Trevor
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 Post Posted: Mon Aug 04, 2003 2:16 pm    Post subject:
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Sure. BALANCE will now tell you this, in addition to the other stuff you usually see after an attack.
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tygerwulf
Teh Pink Assassin.


Joined: 06 Jul 2003
Posts: 1189
Location: Hiding right behind you, Don't look!

 Post Posted: Tue Aug 05, 2003 3:16 am    Post subject:
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Any word on gridguns actually firing 5 shots?
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