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suggesting improvements to the way combat works

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I have noticed a few details in combat that could be changed to give the game a more realistic feeling, and ultimately, a much better gameplay in combat.

 

 

 

First of all, what logic is there to the 'block' fighting style? None, because the style isn't actually defensive, it does not even concentrate you on defending yourself, as far as i know. And, what logic is there to gaining defense every time you hit someone? Hitting someone, with any fighting style should yield you strength and attack exp, while defense skill should automatically increase every time you successfully block a hit. These would, of course, be altered by the level of the monster, hitting or blocking a higher level monster will give more experience than for a lower level opponent. This is where the style of attack will come in, 'block' will concentrate you on defending yourself, making you hit worse but defend better, hence more defence will be accumulated and vice versa. Actually, there could be a slider which will determine the concentration of attack and defence, being a maximum of 90% on each side.

 

 

 

Secondly, i relised how corny the graphic emotes of a battle are. They are actually very, very boring to watch, the only thing changing being the amount of damage. In real, the opponents would circle around each other, pressurise and retreat. The greater demon would be intimidating for the more unexperienced player, and they would mainly retreat and defend, but occasionally advance to attack the monster, but the experienced player will keep on pursuing the greater demon, causing it in turn to act defensive and gain disadvantage.

 

Also, when any being dies, they basically just throw themselves up and collapse. This also needs to be altered. A monster should be flying back from a hard hit from an anchor and falling off the wall they hit, or they should wither to the floor if they die of poison, or just normally, if they die from a normal wound, thy would cluth their wound, if they have time, and fall in a random direction, of in the case of demons, burn and enter back into hell!

 

 

 

These are my suggestions to improving combat, if you agree or disagree, join me in my debative mood and explain your reasons please.

I really like your idea on the defensive style. But what about when you use prayer? Then you get hit constant 0's. No comment on the graphics, its been suggested lots before.

Levon.png Bladewing.png

 

It's great you know what you're talking about rustiod. Everything you've said is 100% accurate a true.

 

That being said...your a [bleep]ing [bleep] douchebag, and none of your advice will ever (or should ever) be taken seriously because of it.

disregard good advice because the giver is a douche

 

THAT MAKES YOU A BETTER PERSON

  • Author

Yeah I suppose if you used prayer it would go over 100%, but with someone going as high on the opposite side, they would just balance out.

i support.

 

 

 

its a nice idea. why must aggressive make ur hit higher and defense doesnt. give defense style a purpose :thumbsup:

Good idea, it would be a nice touch to customise your combat style with a defense-offence slider, but how much experience you get in each skill should change depending on the weapon and the 'stance slider'. You should be able to 100% experience focus on each skill though, even if how much it affects combat doesn't vary as much. I know, make it even more variable with a sliding triangle between attack, strength and defence! You pick a spot on the triangle, the closer it is to each corner, the higher the percentage of the experience you get per hit (for attack/strength) or successful defend (defence).

 

 

 

On some weapons which traditionally don't have a style option, parts of the triangle are blacked out, so for example, with a whip, most of the triangle is blacked out apart from a small line between 'attack' and 'defence', so you can't train strength.

 

 

 

I also wish they re-did the combat animations, it should be exiting and dynamic!

~ W ~

 

sigzi.png

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