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Death
#14
Hoofhurr Wrote:Mobility is a key to warfare in real life as well as gaming. To eliminate it as a factor is to remove a variable that adds to the complexity of combat. If you remove variation in speed kiting becomes even more powerful because the kited will never catch up to the kiter. The jist of your point though is not that kiting is bad in and of itself but that when combined or stacked with other factors often turns out poorly in its implementation. Fair enough. I think this could be handled with sufficient testing and trials.

Kiting can be a function of the game if all speeds variables are equal. You are right that if all people run at the same speed the kited would never catch the kiter. However that is easily fixed by making LOS rules. If you have to face your target or stop then you are no longer running (as long as you can't run backwards at the same speed as facing forward).

You can give cloth wearers and range fighters advantages at range with out taking away the ability of players to play the game.

Essentially what this means is if you (a mage) want to kite me (a Warrior) it cost me half of my health to reach you however eventually I will or can reach you. It is what happens when I reach you that is the key to a successful balance. In current games at melee range is a half dead Warrior character equal to a full life mage? In most games that answer to that question is no. The Warrior reaches the Mage and he will die anyway because being in melee range has no negative effect to the mage while it is mandatory to the Warrior.

If all speed imbalances, stuns and fears are eliminated this is still an easy fix. You can adjust DPS based upon range.

I agree mobility is important and a key component but that has nothing to do with Kiting. Kiting today is all about preventing melee classes from playing the game. You can put kiting in and still allow people to play.

With Slamz idea it puts even more importance to mobility even if the goals are static.


Vllad
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