Post:Combat 3.0 Overview - 7/14/2010 - 22:28:18
Combat 3.0 Overview · on 7/14/2010 10:28:18 PM | 174 |
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Heyo!
What follows is a brief overview of Combat 3.0. This post is intended to be a basic summary of the upcoming changes, not a detailed analysis. More detailed posts on specific parts of the rewrite will come later, as each piece is closer to release. Please understand that even though a large portion of these changes is already completed, any and all details are subject to change. Please post all questions and concerns in the COMBAT folder, under Responses to GM Announcements. Thanks! --- ACTIVE DEFENSES WHERE WE ARE NOW: WHERE WE ARE GOING: Armor skill modified by the appropriate armor protection stats will replace parry and shield as the second line of defense. Armor skill will work in a manner similar to how parry/shield do now -- as a second line of defense if the first line fails, but before a hit or miss is determined and damage computed. --- DAMAGE AND PASSIVE DEFENSES WHERE WE ARE NOW: Base damage itself is currently based on a combination of random rolls, weapon stats, strength, and suitability to strength. The most important factor, however, is how much of the attacker's skill got through the defenses. WHERE WE ARE GOING: Damage will still be made up of the same factors as it is now, but the relative importance will be shifting. Instead of being the primary direct modifier, how much of the attack gets past defenses will instead primarily be determining the variance of the random factors (although it will also directly impact damage as well, but to a much lower degree than now). In other words, the more accurate the attack (the more skill that gets past defense), the closer the damage will be to its maximum potential and the less random the results will be. Strength and suitability to strength will be seeing an increase in importance, as will the weapon stats themselves. Key points: Determining whether or not an attack hits and the resulting damage will be more independent than they are now. The former will still impact the latter, but they will be less interdependent than they are now. This allows us to keep damage in a range that isn't going to escalate into insta-death at higher levels, and also allows for more flexibility in things that increase the chance to hit or the resulting damage without necessarily impacting both. --- THE DEATH OF COMBOS Combos are going away, at least in the form of a specific chain of attacks that is required to maintain perfect balance. Instead, each of our 35+ combat verbs (yes, we have that many, although some were never completed enough to release) will have distinct benefits and drawbacks. Some will be as simple as just exchanging some defense and/or balance for added accuracy and/or damage (Lunge). Others will be more complex, with special features such as limited area effect (sweep), increased chance to stun (slam), or potential knockdown (slam or shove). Of course, there will always be drawbacks to offset advantages, so attacks should be chosen wisely! In addition, some attacks will be less (or non) offensive (feint, circle, etc), and instead focus more on modifying the nature of the fight. A new Tactics skill is on the table that will focus primarily on moves that reduce the effectiveness of your enemy or (in a few cases) increase your own. --- BALANCE WHERE WE ARE NOW: WHERE WE ARE GOING: --- LAST ATTACK MODIFIERS WHERE WE ARE NOW: WHERE WE ARE GOING: --- STUNS WHERE WE ARE NOW: WHERE WE ARE GOING: In addition, we will be introducing some immunity timers to stun and similar effects. These timers will be fairly brief, but they will prevent a target from being perpetually locked down by stuns. If a new stun occurs while another is active, the overall duration of the old may be increased to match the new if the new is longer, but otherwise no stacking will occur. Example: A rat is stunned for 5 seconds. With 2 seconds remaining, it is stunned again for 6 seconds. Because 6 seconds is one second longer than the original 5, that 1 second is tacked on to the remaining 2 seconds. So it may be possible to increase stun lengths a bit, but once that stun runs out, a new one cannot occur until the immunity timer expires. --- COMBAT MESSAGING New messaging toggles are being added to more finely control combat messaging output. For example, players will be able to toggle missed attacks on and off, not only for themselves but for enemies, for other players, and specifically for groupmates. They will be able to do the same for hits, and for stuns/immobilizes/knockdowns. In other words, it will be possible to set things up so that you only see when your enemies or your groupmates are hit, or only when enemies are hit and groupmates are stunned, or any of several other combinations. This should hopefully make group combat and invasions much more friendly. --- Again, please post all questions and concerns in the COMBAT folder, under Responses to GM Announcements. Thanks! - GM Dartenian | |
This message was originally posted in Combat - Weapons and Armor (11) \ Game Master and Official Announcements (1), by DR-DARTENIAN on the play.net forums. |