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Multi Person Combat
What the hell's going on?!?!?

When many people are attacking different people on the same tile it's very hard to parse what's happening because all the text is the same color and a lot of combat messages use "you" in them like "You want to raise your hands to your ears as JoeBaka's trench gun thunders at JaneBaka."

Which, for me, makes it even harder to tell if someone is attack me, or JaneBaka, or JamalBaka across the room and how I should react accordingly due to it especially if I'm in a security position.

I think a simple enough charge to improve the ability to parse things like this would be making combat different shades of red like the sic colors we can pick from, if different people are involved? Or to overhaul combat messages to be a little more clear but that seems like a much bigger undertaking than a different shade of red.

For example, JoeBaka's combat would be the standard red text because it was the first combat in the room, but if JamalBaka jumps in, or starts a fight with someone else in the same room, that line would be lighter red/pink to indicate that someone else has joined the fight or started a new fight, etcetera.

I don't know. Maybe it's just be a me problem. Anyone else feel like they would benefit from this and/or notice more things in combat this way, as an observer or otherwise?

It's definitely not just you, I'm an information density junkie but parsing whether someone jumped into the fray or not and is there 2 combatants or 4 or 5 is pretty tough. Shout out to every time PC combat ends and someone figures out there's a random NPC wailing on them the whole time no one noticed. I swear by @access COMBAT_LABELS is enabled which at least helps to quickly parse what the basic information about an attack paragraph is, but different grades of red depending on if an attack is being made against your character or not might help.

Having different tints for different 'sets' of attackers would be interesting but I am not sure if the server actually understands whether a given attack is a new entry to the party or not, or remembers who is in combat with who between calculating attacks. In lieu of more tint features, I'd love to have an extra extra stripped down combat labels option which just sent the raw attack information to the client (like %N attack vs you is hit/parry/dodge attack_message_3 & attack_message_4) because combat is way too verbose in Sindome for how important it is to understand, but that might be a tough sell.

What would also be great is if you're in combat, your @lp is changed to reflect it. It looks confusing when there's a lot of people around and you aren't sure who's fighting who.
LP does indeed change to reflect combat in my experience.
@Reefer I've been in a lot of multicombat fights recently and I haven't been able to notice any @lp changes in NPCs, at least.

Also another suggestion that's sort of unrelated to the topic but related to multicombat is that NPCs seem to aggro even after being knocked down, causing some very long combat loops to occur where you can get stuck between NPCs constantly retargeting you during big fights. I think adding a restriction to them that prevents them from automatically attacking when under a certain HP level, or giving them a cooldown for attacking right after being knocked out, or both would be very beneficial to not have to get stuck in these kinds of situations.

That is worth @bugging if you have examples - it's not supposed to be that way. I definitely notice it working with 1 v 1, but there may a problem with bigger fights.

As for automating attacking - I do agree some work could be done there but I wouldn't make it so strict as in if X hp >= y don't attack. Gang combat is one of the most gamed aspects of SD and if anything should be less predictable.

PVP between PCs should be reading as 'locked in combat' or 'engaged in combat'. If NPCs aren't doing it anymore, which I think they did at one point, it might've been changed when some of the messages were rewritten/changed during the introduction of the protect function.

I'd @bug it like Reefer suggested.

I actually really like the fact that it's hard to keep an understanding on what is going down in large brawls. It makes sense, a large brawl is CHAOS, especially if you're in the middle of it. Even fighting one person is hectic and super absorbing, so people in a large melee should leave you pretty disoriented unless you're really experienced.