A continuation of the thread on the flee system

An archive of older topics.
Post Reply
User avatar
Lamgwin
Posts: 1027
Joined: Wed Mar 08, 2006 2:48 pm

A continuation of the thread on the flee system

Post by Lamgwin »

I do not think that that thread was finished. In that thread people had posted some misconceptions and I was trying to dispel them. So I'd like to see the discussion continue, for I don't think anyone even close to adequately showed that my ideas wouldn't work.
Lyrak
Posts: 74
Joined: Sat Apr 24, 2010 10:41 pm

Post by Lyrak »

I respect your enthusiasm for balance, but I saw first hand today vs 4 what the current state of flee can do to a solo dodger. If I hadn't dodged 3 bashes by the grace of the dice I'd have been dead in under a minute.

Me and Otar chased Cifon around for quite some time and even though he got bashed and smashed several times he managed to get clean away. He even tried to get out of the gate multiple times.

Actually, I think fleelag could use a bit of downing, as there have been times when the lag accumulation and the pb getting split made my certain death seem pretty inevitable. I'm a thief, and I need to flee. Its part of playing the class. To achieve balance, we would probably want to change thieves to compensate for downing their ability to play; you might want to check out some alternatives/tweaks I proposed in another thread.

In conclusion, I don't agree, and if you have some math/logs and a reliable source for us, please go ahead and make your argument with the proof to accompany it.

Thanks.
User avatar
Lamgwin
Posts: 1027
Joined: Wed Mar 08, 2006 2:48 pm

Post by Lamgwin »

Proof of what exactly? That fleelag is currently capped at a point where it won't make you stay long enough to get bashed? That it still depends on failed flees and human error (typing in f(lee) way too slow? What exactly are you wanting me to provide evidence for, because I think that the immortals have already commented backing me up on my claims.
Cammori
Posts: 90
Joined: Fri Jul 31, 2009 10:01 am

Post by Cammori »

flee lag is fine in my opinion what needs to be looked at is the amount of failed flees someone gets, could just be me but i fail way too many
User avatar
Lamgwin
Posts: 1027
Joined: Wed Mar 08, 2006 2:48 pm

Post by Lamgwin »

That was part of my solution Cammori. And I'm not looking to fuck over the average rogue. I'm looking to keep people like Nicotine, Kombat, etc from being able to perpetually flee, while lowering the amount of failed flees in general so people stop dying due to stupid 4-5 failed flees in a row.
Chase
Posts: 1816
Joined: Wed Jun 07, 2006 3:48 pm

Post by Chase »

I agree with the failed flees. People fail 10+ in a row, especially in 1-2 exit rooms..
Lyrak
Posts: 74
Joined: Sat Apr 24, 2010 10:41 pm

Post by Lyrak »

Lamgwin wrote:Proof of what exactly? That fleelag is currently capped at a point where it won't make you stay long enough to get bashed? That it still depends on failed flees and human error (typing in f(lee) way too slow? What exactly are you wanting me to provide evidence for, because I think that the immortals have already commented backing me up on my claims.
So what?
User avatar
Lamgwin
Posts: 1027
Joined: Wed Mar 08, 2006 2:48 pm

Post by Lamgwin »

So the current system is based off of not how many times you flee in a tic, but more so on how many failed flees you have. Basing it more off of pure chance, than off of anything you've actually done on your character.
Post Reply