Failed flees, fleeing, and fleebies
Failed flees, fleeing, and fleebies
1. Reduce the chance of failed flees by a moderate amount.
2. Increase the fleelag ceiling so that bashes will be able to complete before someone successfully flees.
3. Slow down the accumulation of fleelag just a bit.
4. ?!?!
5. Profit.
2. Increase the fleelag ceiling so that bashes will be able to complete before someone successfully flees.
3. Slow down the accumulation of fleelag just a bit.
4. ?!?!
5. Profit.
so in other words, if someone types 'flee' BEFORE You type bash, they shouldn't be able to get out? So you can land your near 100% landing rate on them and pwn them? Because by all means, someone typing flee before you type bash should be punished and made to stay in the room longer so you can get a bash off.
Alternatively, you can just start bashes faster, and you will see a large increase in success.
Alternatively, you can just start bashes faster, and you will see a large increase in success.
Re: Failed flees, fleeing, and fleebies
This makes it where people who literally flee 8+ times in a tic will have so much fleelag that they'll finally have a bash go off on them. Now remember, that just gives a 30% chance of a bash to land on top dodge with a top weapon.Lamgwin wrote:1. Reduce the chance of failed flees by a moderate amount.
2. Increase the fleelag ceiling so that bashes will be able to complete before someone successfully flees.
3. Slow down the accumulation of fleelag just a bit.
4. ?!?!
5. Profit.
For normal instances of pk, the fleelag won't be long enough to make you stay for a bash.
Also, when chasing I type e;2;b which is east;kill dark;bash. It can't get any faster than that.
Here Lamgwin. Fleelag is capped. It doesn't last as long as a bash timer. It lasts just under a bash timer (as per my observations). So unless you perfectly time every flee and get no lag at all and never fail a flee you can escape all bashes but that is rarely the case.
It seems no one agrees with you Lamgwin I'm pretty sure Fogel has already replied to one of your threads saying fleelag is fine. So you have your response.
Im a bit sick of people making as big a stink as possible over their pet peeve that we have to feel that we are neglecting players by not caving to their desires. Fogel feels its fine, I feel its fine, the people who have posted feel its fine. The problem is only yours.
It seems no one agrees with you Lamgwin I'm pretty sure Fogel has already replied to one of your threads saying fleelag is fine. So you have your response.
Im a bit sick of people making as big a stink as possible over their pet peeve that we have to feel that we are neglecting players by not caving to their desires. Fogel feels its fine, I feel its fine, the people who have posted feel its fine. The problem is only yours.
It really depends if you want mob rule, or what makes more sense to rule in regards to making decisions.
The current flee and flee lag system is odd, and allows for people like nicotine, kombat, etc to flee all over the place with no consequences. A system that makes much more sense is one where excessively fleeing has consequences.
In my proposed solution I said we should down the amount of failed flees quite a bit, so that people who excessively flee are the ones who are more likely to die, not the people who get smacked in the face with bad probabilities. Instead of making it based on a lot of luck (that being failing flees) and link speed, it's more based on how many times you flee within a tic(s).
I don't know how anyone who understands what I'm asking for could say that my system is worse. Unless, of course, you excessively flee and don't want to see your ability to be put into balance.
The current flee and flee lag system is odd, and allows for people like nicotine, kombat, etc to flee all over the place with no consequences. A system that makes much more sense is one where excessively fleeing has consequences.
In my proposed solution I said we should down the amount of failed flees quite a bit, so that people who excessively flee are the ones who are more likely to die, not the people who get smacked in the face with bad probabilities. Instead of making it based on a lot of luck (that being failing flees) and link speed, it's more based on how many times you flee within a tic(s).
I don't know how anyone who understands what I'm asking for could say that my system is worse. Unless, of course, you excessively flee and don't want to see your ability to be put into balance.
lamgwin i understand where your comming from but yes your system is flawed. players like nicotine and kombat as you stated out flee alot but that is becaus thats what thier characters are built for, they are thiefs (allthought kombat is fade now with bash weapon) but before, they have to flee to be able to use their main offensive play which is flee hope for stabb they cnt just stay in fight and hope to dodge all of you bashes and melee you to death(im not saying this is the only way im just saying its the main way), they need to flee. and its not just them you would be screwing over its also channies since they don't have much health they also need to flee around so they dont get bashed much and can get weaves off...im sure there are others that usee fleeing to survive aswell.
im not saying your idea is a complete failure but you didn't really think about it from everyone elses point of view but your own.
im not saying your idea is a complete failure but you didn't really think about it from everyone elses point of view but your own.
I'll Eat You!
Re: Failed flees, fleeing, and fleebies
Lamgwin wrote:
This makes it where people who literally flee 8+ times in a tic will have so much fleelag that they'll finally have a bash go off on them. Now remember, that just gives a 30% chance of a bash to land on top dodge with a top weapon (that being a master, rare, unique, etc).
For normal instances of pk, the fleelag won't be long enough to make you stay for a bash.
but dodge/bash isnt balanced. i was in in COMPLETE set of dodge pulling 136db and 161pb on my thief and i was still getting hit through my defence (which is complete BS) and i was getting bashed 90% of the time so you can not use the excuse that you miss to many bashes. esspesialy you lamgwin you land 93% of your bashes on my at any time anyway so i dnt know why your complaining. and besides that fact the fleelag must be ok if kombat and nicotine keep dieing and everyone else on here says they are able to kill fleebies.
I'll Eat You!
bash and dodge arent balanced you're right about that but bash is the one thats underpowered at the moment. If you're a non-master against a dodger you might as well go home. Nyoga was meleeing me to death the otherday while I lamed bash after bash, the only reason I didnt die is raiden showed and we still would have lost as I missed tons more bashes while we chased but nyoga decided to head in for some reason so we lived.
I would say I am at max fleelag over half the time while PKing because of my PK style. With the current fleelag system, that means I have to immediately flee every time someone hits me, or I will not make it out of the room before their bash timer ends and they miss or land the bash. Since dodgers here can die in 1-2 bashes with a couple people on them (especially me, since I have pretty low max hp), I flee A LOT. Most of the time, when I am at max fleelag, my fleelag prevents me from leaving until after they miss, and if they land, I get sat down for extra time because the fleelag stacks with bash (not for the damage multiplier, but for the stun). There have been times where I was stunned from fleelag+bash until I got bashed again (although I would hope the recent example of this was a bug). Usually when I run around or try to break a block from people, I'll get hit and a few of my stacked commands will have to go through before I can flee. This means I can't flee immediately and will almost surely have to dodge a bash before I leave the room. If the fleelag cap were raised to longer than a bash timer, there wouldn't be much reason to ever engage in the first place for me.
Moral of the story - leave fleelag the way it is.
Moral of the story - leave fleelag the way it is.
i didnt make anything up. Your just failing to see the reality from the pursuit to get what you want, if you think its unfair the fleebies get away and live 'mist of the time' then your only thinking of yourself, if fleelag was was extendent longer then bash timer then nicotine is right there would be absolutly no reason at all for dodgers to even engage becaus they wouldnt be able to flee so whats the point? we might as well just drop all our eq and run into pk and shout 'here i am some free qps come get me!"
I'll Eat You!
90% and 93% are completely made up numbers.Razhak wrote:but dodge/bash isnt balanced. I was in in COMPLETE set of dodge pulling 136db and 161pb on my thief and I was still getting hit through my defence (which is complete BS) and I was getting bashed 90% of the time so you can not use the excuse that you miss to many bashes. esspesialy you lamgwin you land 93%
Don't stack so many commands.Nicotine wrote: Usually when I run around or try to break a block from people, I'll get hit and a few of my stacked commands will have to go through before I can flee. This means I can't flee immediately and will almost surely have to dodge a bash before I leave the room.