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soundless EIGHT YEARS OLD!!!
Joined: 22 May 2004 Posts: 5970 Location: Spaceship
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Posted: Sun Nov 20, 2005 10:32 pm Post subject: down with critter flees |
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now that critters notably under your level flee, critters can always hit you with an uber-lucky roll, and other additions...
can critter flee either be taken away or at least require a bit of effort from them? i mean, i have to retreat or flee for most critters, and i'd love if they had to do the same.
right now with the way combat is set up, you want us taking time to kill something. except the more time you take the more likely the target will actually just run away.
so can critter flee be fixed a bit? _________________ A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death. |
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Dzynna Shadow Master
Joined: 11 Jan 2004 Posts: 748 Location: Somewhere in the wilds
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Posted: Mon Nov 21, 2005 2:01 am Post subject: |
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I think what you're saying is, can critters fleeing have the same requirements players do? Flee gives RT, and if you re-engage while they are in RT, they can't leave the room. Instead of the current setup, where if a critter flees, they just disappear.
While technically I agree, I think we (at least some of us) have a significant advantage in that we can hide/cast invisibility/etc. while in combat. Even rifts doesn't (currently) take into account our combat situation.
I think to make it all fair, the potion/magic/spellsong exiting of the room (not actually turning invisible or hiding) should be barred while in combat. I also think some creatures should be given the ability to hide/re-hide, or even possibly use invisibility.
Just my thoughts. _________________
Dzynna Zol
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The Retreat
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soundless EIGHT YEARS OLD!!!
Joined: 22 May 2004 Posts: 5970 Location: Spaceship
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Posted: Mon Nov 21, 2005 4:04 am Post subject: |
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all the things you listed involve RTs.
heck, march of time takes 40 seconds.
and it isn't like critters also have the 'advantage' of not getting penalties when killed.
it's obnoxious to have to always resort to killing as fast as possible and even then things fleeing. the fleeing was originally put into effect to stop players from farming low level critters for mass treasure. since that isn't even a problem anymore with the changes put in after that, i'd love for the flee stuff to be changed somehow, as it serves zero function other than to make is automatically 'lose' a fight. _________________ A bright-eyed Thekko Ku Kalla dressed in a dapper sailor suit takes to flight and careers through the air toward the Modan Kucho and slams into him!
With a high-pitched cry, The Modan Kucho collapses in death. |
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