Combat

Forum for suggesting changes to Salem.

Re: Combat

Postby JohnCarver » Mon Jan 05, 2015 7:49 pm

I like the idea of dual pistols far mroe than pistol/dagger if we are going for diversity.
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Re: Combat

Postby Nektaris » Mon Jan 05, 2015 8:42 pm

Added Gunslinger stance to the OP. Opted for dual guns eventually.
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Re: Combat

Postby Darwoth » Mon Jan 05, 2015 8:53 pm

pretty much every concept in this post is pure ****. if i had a choice between a combat system that played like a match of rockem sockem robots vs this retard **** i call dibs on the short round head robot.
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Re: Combat

Postby Darwoth » Mon Jan 05, 2015 8:56 pm

you can already dual wield guns, and doing so with current game mechanics is already a more effective combo than the "gunslinger" crap is, shortening reload timers or adding a new craftable "paper cartouche" item for fast reloads would make them even more effective.
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Re: Combat

Postby Nektaris » Mon Jan 05, 2015 9:43 pm

The combat system I'm proposing is surely more based on the player skills and experience more than the current one and maybe this is what makes you think it's ****.

The current system is just too boring and repetitive. Few skills that don't do much and heavily based on biles more than the player skills, forgiving mistakes made by the player.

I could take your comments into consideration if you explained the reasons of why my system is ****, but since you didn't, I won't.
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Re: Combat

Postby Darwoth » Mon Jan 05, 2015 10:02 pm

i could make a post explaining the details of why everything you suggested is stupid that would be twice as long as your actual post is, however until such a time as the game is actually in danger of any of this crap making it into it i shant waste my time.
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Re: Combat

Postby Nektaris » Mon Jan 05, 2015 10:09 pm

If a veteran like you doesn't like a system like this then it must be really ****. Guess I'm done updating this thread. No sarcasm here.
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Re: Combat

Postby Darwoth » Mon Jan 05, 2015 10:24 pm

1> the current system is stun based tactically thus allowing you openings to do damage, for all of its shortcomings this is infinitely better than your RNG influenced crit based system or any crit based system at all, in fact crits and RNG have absolutely no place whatsoever in a permadeath game at all.

2> percentage based attacks for all attacks is stupid, as the one who is responsible for having percentage based formula added to firearms to make them an "equalizer" for newbs the reason they are not overpowered is the difficulty in using them effectively and the BB component. as it stands since the TBC change and addition of criminality fighting vs other players is already now done with cheap alts instead of expensive ones. a system that exacerbates this further where every 50 stat ******* was as effective as a 500 stat ******* because both of their attacks do x percent means the games combat is now meaningless and merely a contest to see who can crank out the most worthless characters, hands the power of combat 100% over to the larger group of *****, completely eliminates the point of character advancement past 70 - 100 stats and is overall a terrible idea.

3> having a "style" based combat is the same thing as a "class" based system where one option is always superior to the rest and one is always ***** than the rest, for the last 17 years games that have been the most balanced are the ones with systems that have the LEAST amount of skill or weapon specific abilities thus keeping the majority of attacks and counters open to everyone, currently salem does this well with each weapon basically having ONE specific advantage while leaving the majority of other bread and butter attacks and utilities open to all. putting in a whole array of weapon and stance specific ***** simply ***** everything up and starts down the road of any other modern themepark game.



these are just a few issues, i could go on but since all three are in respect to the core dynamic of your system i do not think i need to do so to further explain why i think it sucks. for what its worth currently with current mechanics i can kill anyone on the server with a sub 100 stat character.
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Re: Combat

Postby shizuka » Mon Jan 05, 2015 11:48 pm

Darwoth wrote:1> the current system is stun based tactically thus allowing you openings to do damage, for all of its shortcomings this is infinitely better than your RNG influenced crit based system or any crit based system at all, in fact crits and RNG have absolutely no place whatsoever in a permadeath game at all.

2> percentage based attacks for all attacks is stupid, as the one who is responsible for having percentage based formula added to firearms to make them an "equalizer" for newbs the reason they are not overpowered is the difficulty in using them effectively and the BB component. as it stands since the TBC change and addition of criminality fighting vs other players is already now done with cheap alts instead of expensive ones. a system that exacerbates this further where every 50 stat ******* was as effective as a 500 stat ******* because both of their attacks do x percent means the games combat is now meaningless and merely a contest to see who can crank out the most worthless characters, hands the power of combat 100% over to the larger group of *****, completely eliminates the point of character advancement past 70 - 100 stats and is overall a terrible idea.

3> having a "style" based combat is the same thing as a "class" based system where one option is always superior to the rest and one is always ***** than the rest, for the last 17 years games that have been the most balanced are the ones with systems that have the LEAST amount of skill or weapon specific abilities thus keeping the majority of attacks and counters open to everyone, currently salem does this well with each weapon basically having ONE specific advantage while leaving the majority of other bread and butter attacks and utilities open to all. putting in a whole array of weapon and stance specific ***** simply ***** everything up and starts down the road of any other modern themepark game.



these are just a few issues, i could go on but since all three are in respect to the core dynamic of your system i do not think i need to do so to further explain why i think it sucks. for what its worth currently with current mechanics i can kill anyone on the server with a sub 100 stat character.


no, can i argue with you about it, i disagree with different things
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wtf shizuka was owning kuku by like 20 votes this morning, looks like the kzerg is cheating and zerging again
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Re: Combat

Postby morck4 » Tue Jan 06, 2015 9:57 am

shizuka wrote:
Darwoth wrote:1> the current system is stun based tactically thus allowing you openings to do damage, for all of its shortcomings this is infinitely better than your RNG influenced crit based system or any crit based system at all, in fact crits and RNG have absolutely no place whatsoever in a permadeath game at all.

2> percentage based attacks for all attacks is stupid, as the one who is responsible for having percentage based formula added to firearms to make them an "equalizer" for newbs the reason they are not overpowered is the difficulty in using them effectively and the BB component. as it stands since the TBC change and addition of criminality fighting vs other players is already now done with cheap alts instead of expensive ones. a system that exacerbates this further where every 50 stat ******* was as effective as a 500 stat ******* because both of their attacks do x percent means the games combat is now meaningless and merely a contest to see who can crank out the most worthless characters, hands the power of combat 100% over to the larger group of *****, completely eliminates the point of character advancement past 70 - 100 stats and is overall a terrible idea.

3> having a "style" based combat is the same thing as a "class" based system where one option is always superior to the rest and one is always ***** than the rest, for the last 17 years games that have been the most balanced are the ones with systems that have the LEAST amount of skill or weapon specific abilities thus keeping the majority of attacks and counters open to everyone, currently salem does this well with each weapon basically having ONE specific advantage while leaving the majority of other bread and butter attacks and utilities open to all. putting in a whole array of weapon and stance specific ***** simply ***** everything up and starts down the road of any other modern themepark game.



these are just a few issues, i could go on but since all three are in respect to the core dynamic of your system i do not think i need to do so to further explain why i think it sucks. for what its worth currently with current mechanics i can kill anyone on the server with a sub 100 stat character.


no, can i argue with you about it, i disagree with different things


You know **** is ***** when shizuka wants to start discussing combat!
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