If you could make Arm's combat more complex and engaging...

Started by Wastrel, August 07, 2013, 10:43:24 AM

Would you?

Yes, it would enhance the game.
13 (36.1%)
No, arm ain't godwars.
23 (63.9%)

Total Members Voted: 35

Quote from: RogueGunslinger on August 08, 2013, 11:23:31 AM
This thread has all of the best ideas about combat from the past 5 years in it.

Heck i still can't believe we got reel code and free hits during flee added to the game. I love it!


Cool guy Morgenes, killing us since 1999 ( or whenever the heck he joined staff  :-*)

sure it is. You would just add flags in the code depending on which sort of damage you taken.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

Quote from: The7DeadlyVenomz on August 08, 2013, 01:16:10 PM
sure it is. You would just add flags in the code depending on which sort of damage you taken.

Yep, I think you see what I mean.

It seems like it would even be relatively simple. That said, I've never seen the labyrinthian black hole that is no doubt Arm's code base.
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No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

The real question is, "Why?".  Someone above said that the simplistic nature allows use to emote out and that only happens so often.

If your life is on the line more complex code isn't going to stop someone from fleeing away.  I only think this would be good for people who spar all the time, or actually get the rare chance to have a long-lasting fight.  I mean I get the idea behind it and it would be pretty cool to have, but I would rather be typing a flourished emote than strike head Amos, side-slash Amos throat, bash amos in face.  Complex doesn't always equal better, anyway.

Quote from: AreteX on August 09, 2013, 12:22:00 PM
If your life is on the line more complex code isn't going to stop someone from fleeing away.  I only think this would be good for people who spar all the time, or actually get the rare chance to have a long-lasting fight.

Not if every blocked attempt by the highly flee-skilled attacker resulted in another free attack on the person trying to flee, or added to the command delay that the person trying to flee experiences..!
Was there no safety? No learning by heart of the ways of the world? No guide, no shelter, but all was miracle and leaping from the pinnacle of a tower into the air?

Virginia Woolf, To the Lighthouse

I most certainly would, but not in the way you seem to insinuate.

I'd like to see different armor types and materials affect combat, i.e. This style of armor is good against this and this type of weapon and will damage this kind of weapon, but is weak to this and this skill.  Combine it with an actual weapon and armor classification (rather than just the type of damage [spear vs shortsword vs dagger instead of just piercing weapons]), and you'd end up with a very dynamic, almost randomesque type of interaction between different groups and what they specialize in.

Yes, massive item overhaul.  Yes, totally worth it in my head.
She wasn't doing a thing that I could see, except standing there leaning on the balcony railing, holding the universe together. --J.D. Salinger

Called shots and limb damage with appropriate consequences.  Get rid of the antiquated HP system.  Ability to take cover (where appropriate) from projectiles.  Limits on ganging up on one target.  Ability to set offensive vs. defensive postures (beyond the simplistic methods currently available, obviously).  Ability to avoid combat by running away (where appropriate) without necessarily having to run between rooms (and appropriate countermeasures).

And with the addition of the slipknife and weapons specialist extended subguilds:  the ability to use backstab with swords, axes, and razors.
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