stonewall337 Posted November 4, 2011 Share Posted November 4, 2011 Want to improve the combat triangle? Put cooldown on armor and weapon switching when in combat or the wilderness. Removal is instant, but something like 6 seconds for weapons and helm, 12 seconds for legs and chest to equip it. I know it's a fantasy game, but it should take longer to put on combat armor. That is an interesting concept. It would pretty much eliminate hybrid methods. Better idea. Change the way combat works in that you don't have one attack per spell/weapon etc. [hide=Drops]Araxxor Eye x1 Leg pieces x2GWD: 5000 Addy bar Steam B Staff x3 Z Spear x6 Sara. Hilt x2 Bandos Hilt x2 (LS, Solo)SS x6 (1 LS)Tormented Demons: Shard x6 Slice x5 Claws x9 Limbs x3DKS: Archer x21 Warrior x31 Berserker x30 Axe x51[/hide] Link to comment Share on other sites More sharing options...
Saradomin_Mage Posted November 4, 2011 Share Posted November 4, 2011 Want to improve the combat triangle? Put cooldown on armor and weapon switching when in combat or the wilderness. Removal is instant, but something like 6 seconds for weapons and helm, 12 seconds for legs and chest to equip it. I know it's a fantasy game, but it should take longer to put on combat armor. That is an interesting concept. It would pretty much eliminate hybrid methods. Better idea. Change the way combat works in that you don't have one attack per spell/weapon etc.Stab, slash, crush ... :PI know what you mean, it'd be more interesting if weapons/spells could be a bit more dynamic, producing a variety of different effects which would make things a lot more fun. Like not just whipping monsters the same way 10,000 times for your levels.That said, I think the Dominion Gloves are a step in the right direction, adding interesting combat effects - but we'll have to see how that plays out. In real life MMO you don't get 99 smithing by making endless bronze daggers. Link to comment Share on other sites More sharing options...
NukeMarine Posted November 4, 2011 Share Posted November 4, 2011 I remember you suggesting this a while ago. Always supported this type of thing. Agility should be able to aid your defence anyway for dodging purposes. I like the idea of someone in lighter armour with higher agility being able to give someone in heavier armour a run for their money.Only problem is that they'll have to reflect those skills in the combat formula, which will also rile up a whole bunch of people, haha. (Who really wants to train to 99 agility to max combat? :P)Oh jeez, why are people still stuck on that stupid combat system that was only useful when there was nothing above mithril (even then, you didn't want to level mage). Yes, it would be cool if there was a rational system that fairly determined one's chances of killing another player then allowing a leveled way to introduce more people able to fight you. It's the main reason I like the idea of the Wilderness and sort of how they did PK Worlds. However, a system should not be centered only on BASE STATS that don't take into account any of the weaponry, ammo and armor. That's akin to saying two kids that are 18 have both been driving for two years so are evenly pitted in a race, when one's in Geo and the other is in a Lamborghini. Put it this way, what combat skill level will a player need to have with NO ARMOR OR WEAPONS to win 50% of the matches against a guy with level 80 in all combat skills decked out in chaotic rapier and full torva. That rant aside, I do like the idea of other skills unlocking better combat abilities. The skills are just sort of a means to unlock better enjoyment of the game anyway. And given my antipathy toward the current combat level system, I could care less about arguments that a certain skill doesn't raise the combat level (overloads). Learn how to Learn Japanese on your own - Nukemarine's Suggested Guide for Beginners in JapaneseStop Forgetting Stuff for College and Life - Anki - a program which makes remembering things easyReach Elite Fitness - CrossFit Link to comment Share on other sites More sharing options...
Saradomin_Mage Posted November 4, 2011 Share Posted November 4, 2011 The game can still use a combat system centred on base stats because everything else that affects combat potential is readily seen, with potions as one of the few exceptions. The mere fact that overloads weren't "visible" is what got them removed from dangerous PVP in the first place. You can have the same base stats, sure, and then analysing your opponent's gear is what lets you get a rough probability of your odds of beating him. In real life MMO you don't get 99 smithing by making endless bronze daggers. Link to comment Share on other sites More sharing options...
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