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Posturing

I'm not sure how to fix this… but there needs to be SOMETHING done about it...

In the current situation, anyone with hella stats can kill just about anyone.

Kamikaze after you block a hit.
Guarded after you make a hit.

Perhaps put more randomness into turn order? Or put a time lag between postures?

Maybe time between when you can change postures? I don't know. All I know right now, is that combat between two people that know what they are doing is just kamikaze, guarded, kamikaze, guarded... and kamikaze isn't really kamikaze because you rarely get hit. :P

I agree with that.  It doesn't take long to figure out that thats the way to go.  If you do it at the right time, you can easily kill someone thats tougher then you, if that person isn't changing there postures to guarded/kamikaze as well.  My char does it when he fights, but its a vicious circle, if you don't do it, and the other char does, then your at a disadvantage.  If you do it and they don't, there at a disadvantage.
If you both do it though, then doesn't it pretty much make it your stats vs. your opponents?  
If you both do it, yeah.  But some people don't and some people do, and it is an unfair advantage.  It would be cool if it was like grappling, or stealing, where you had to wait a few seconds to do it again.
It is an unfair advantage, only if you don't do it, I definately see where your coming from nemisis, but it also adds some of the "it's not totally out of your hands" element to it, for instance if I was fighting someone who had much better stats than I did, then if he didn't posture in time, and I did, then I would have a greater chance of hitting him, whereas if posturing were eliminated or changed, I would pretty much be SOL cause he has better stats than I do.  

just my 2 cents, I understand both sides of the argument.

Thats just it… there should be an option there.

It should be: Do it if they do it or you're dead.

There should be strengths weaknesses to doing stuff... make people make choices. If they go all out, they WILL get hit. Period. Thats how it should be.

If they go all out, they WILL get hit. Period.

I see what your saying, but you don't mean that there is a 100% �chance of you getting hit by going "all out", espically if your fighting someone who is stronger and faster than you are, do you?

(Edited by Jotun at 4:22 pm on Dec. 24, 2003)

Hmm, an idea.  Maybe if you switch postures, it take a turn to go each step.  So, you are guarded and you want to go kamikaze.  After one turn you are in defensive, the round after that in the middle one, at 3 you are offensive and then at 4 you reach kamikaze.

Yeah, I really don't like the posture switching thing.  It sucks for people on slow connections esp…if you have frigging crap ass lag then you send the posture switches but it takes how many ever turns before your message gets there, you are screwed in many fights.

Yeah, almost every fight I've ever been in I've gotten farted on by my connection, which leads me to be approximately a turn off of what I was hoping for (leading me to go kamikaze after my attack turn has just finished, for example).  Makes things much more difficult for me, even if I am a higher-stat character.

Its gotten so bad sometimes that several minutes after the fight has ended I continue getting the "Your not in combat" message.  Lord knows what Aikao was trying to do during the fight itself, but now he's trying to go guarded or something when everything's finished.

Anyway, I don't know what the hell a solution would be, but yeah.  It does seem rather pointless with the current system.  Just posture kamikaze then posture guarded.   No one seems to use the other postures anymore from what I can tell.

And if they do it seems like they're in a disadvantage, doesn't it?

Also, look at the way stats are used in combat.  With people of similar stats, its generally the first person who gets in a hit that wins, because that hit completely fucks up the other person's stats.  Not sure if you can come back from this either, and if you can you must be one lucky bastard.

never thoutht about the connection issue, but that could be detrimental to anyone unfortunate enough to have some lag (which is me all too often)  I auctially use the defensive posture because in battle I've seen people using gaurded "stand their ground" I've always assumed that that took their attack. that in mind I never wanted to risk loosing my attack and therefore used defensive (though now I think I may have been mistaken about that)  

though I can't think of a definate good fix, whatever is implimented should have some sort of control to it, regardless of how small, I wouldn't want it to strictly be decided by stats, if that's the case than skip the fight script, and go straight to who wins or looses as soon as both charcters attack as far as I'm concerned.

I never use kamikaze. And barely ever use guarded. Hell, I barely ever switch postures - I just pick the best one for my current armament/situation and stick by it til one or the other changes.

Going guarded foregoes all attacks but counter-attacks..


And AFAIK damage doesn't knacker your stats.

I only use kamikaze when I'm not being attacked.  Like, say you are ganging up on someone with other people…yeah, mostly I stick to the middle ones, maybe some guarded, depending.
Going guarded foregoes all attacks but counter-attacks..

tis what I though, and why I never used it…........ though I already said that though didn't I .... � oh, well, sorry

:shrugs

(Edited by Jotun at 6:44 pm on Dec. 24, 2003)

I -do- use the other postures sometimes.. but i start out with guarded/kamikaze, to feel the other out.  Guarded ups your chance or a counterattack alot… so even if you miss out on yours you can use theres against them.
Do different postures work better for different stat/skill sets?

Might make sense if brawlers with high endurance would be able to do better in a defensive or offensive posture…while agility would help in a kamikaze posture, and armor would get used more in a guarded posture.

*shrugs* i have no REAL thought put into what stat/skill sets would be best suited to which postures...but it's an idea.

-SM

Hm.  I was very certain that getting damaged affected your stats.

I believe this was an addition put in by Kevlar not too long ago on account of an incident Ike escaped from (and apparently shouldn't have) while seriously injurred.

More injuries lead to reduced movement … roughly.

And I'm sure we'll be looking at posture and how best to balance it better.

Freaky idea here…

What if no one but -you- saw you change postures? I mean, unless you go guarded... no one will even see a change. Maybe make it a perception check? 'You notice a slight change in 'so and so''s fighting style.

I don't think anyone should see a change from defensive, neutral, or offensive to any of the others... I could see someone seeing kamikaze... and everyone would see guarded because they are not attacking...

Just an idea... makes combat more interesting and less: What the hell do I do to block his moves?

When you get in a fight in real life there is a distinct differance in how you physically project as you move from offensive to defensive possitionings.

Usually.

Some fighting styles teach you to chess move your attacks, so you could, in theory, have a set time when you'd be defensive or offensive. I personally train in a martial art that teaches the opposite of this.

As to a perception check, that all depends.

If you are dropping to guarded, you have to imagine what you are actually doing here. You would pull away from the opponent, to create distance. You would bring in your arms and legs closer for protection, and you would be constantly doing things to stay out of the range of your opponent.

It is very hard to disguise that sort of activity. Basically impossible. Even if you were a grand master of kung fu or something, when you drop guarded, you -DROP- guarded. You become the impenitrable fortress.

Same in reverse for Kamikaze.

The only place I see any room for a perception check would be in the shifting between defensive, neutral, and offensive.

And this opens up a greater level of complexity in the code that I do not thing the coders are wanting to get into. I think the current agenda is to get what we have functional, then move on to advancing combat. (Like, gods, I miss throw and grenades a lot…wouldn't it be nice?)

Neat idea Luc, and parts I do agree with, but it comes down to sacrificing realism for functionality.

That seems pretty cool to me.  But yeah, I'd have to agree with Iga.
Yesterday I saw someone do someone a serious amount of damage in a single hit with a serious weapon.

For this one hit, there were 4, count them 4 'effects' to the person taking the damage, one of which was the loss of health.

What the effects are and under what circumstances they happen isn't important. What is important is that your aware that getting hurt is becoming increasingly dangerous, and not something to be delt with lightly. And this trend is only going to increase as more subsystems are implemented, and more effects become possible.

-Kevlar

I'm always for realism, combat has always been a touchy spot cuz of how most times someone should be dead in one hit or somethin'….

I'd just be cautious of winner equalling the first person who hits the other.

BUT! Beyond caution thanks kev for workin' on this system.  The people have called and you have answered :P  let the coding and testing ensue!

-SM

I agree… if you make it so first hit does enough damage to make someone unable to fight... you'll have a bunch of suiciding katana wielding, max AGL, max long_blade no dodge combatants killing things like mad. :P

Some people work to subvert the system... I like to plot ways to do it. heh.

For every effect there will be some appropriate balance.

Before broken bones and limb loss can be implemented, we need part vats, and splints in the medkits.

We need better balance of stats and weapons (so agility only plays a part in their use and everything doesn�t rely solely on skill and agi), and balance of weapon attacks so they do appropriate levels of damage for your skill.

We need damage to armor, so it degrades when it absorbs damage.

We need damage to weapons, so their effectiveness degrades with use.

We need to look closely at the numbers that guide combat because I suspect there to be some imbalance.

Combat -should- be deadly. If you get shot in the head with a big gun and you�re not wearing any protection, you should be KO'ed, at the very least. Yes, on the first hit even.

On the balance end of that, if you have a high enough endurance you should be able to resist the damage, and the KO. If you�re wearing a helmet that's worth a damn, the helmet should be destroyed and you only take minor blunt damage (not piercing). Or no damage at all, depending on your luck. Luck should play a part in combat.

So should the amount of weight your carrying, and the armor your wearing. Bulky armor should slow you down, make you less effective with that katana.

We're not there yet. But we will get there, one subsystem at time so things remain properly balanced.

-Kevlar

I'm looking forward to weapon damage and degradation myself…I want to field-strip and clean my Enforcer! Over and over and over!


Erm.


*coughs*

Now we know what Murphy does all the time when he's logged in. Ahem.
Heres a question… do we want a game where one hit KOs or kills?

I will always say no. Where's the fun in a game where anyone can run around killing people just because he's fast. All that stuff you just mentioned, Kev, makes it perfectly acceptable to create a character that has incredible speed, high skill, high knowledge of a weapon, and zero dodge. He'd never be hit if he does one hit KOs.

Realism always should take a back seat to functionality and game play... as everyone has always said... I like the long, drawn out combat stints.

Hell, I remember talking with Johnny and Rastus YEARS ago, and they both were violently against one hit kills and some of the stuff you just typed about. (This came into question when Lucifer took a shot to the eye, then calmly planted his hand in someone's head a few times... the guy passed out... not Lucifer.) Their answer was along the lines of: Thems the rolls, thems the stats. Sometimes realism needs to take a backseat.

I'm sorry, Kev. I know you've put alot of effort and though into all this... but I don't personally think it would bring any balance to the game. Armor degradation, weapon degradation... sure, I can see it happening. But it will get annoying when everytime you fight, your weapon or armor breaks. People will stop fighting period because it becomes too costly... THIS IS CYBERPUNK. There should be fighting everyday... I dunno, Its a hard line to walk. I'd rather see more combat and fatigue stuff put in than more damage, one hit KO's and the like...

Thems my 2 cents...

Yeah..  uh..  that breaking weapon thing gets annoying sometimes..  I'm sure.  
I would like to distance myself from Kev, as I do not share the same viewpoint on combat that he does. Combat does need some changes, but not all the things he brought up.

One shot with a sniper rifle in your unprotected head, sure, KO is most definiately possible, maybe even death. But the sniper rifle is an exception to the rule, to be sure.

Just as a follow-up post…

Nearly everything Kev mentioned goes in the opposite direction of possible one of the most heated threads on the BgBB right now. The whole hoarding thing.

The second combat becomes what the above said it does, gear will instantly be more important than death (and I thought that the idea was to make death more expensive and more real...). Gear will become the mainstay of the game... when weapons break, when armor fails, people will want large stashes of them so that they aren't the next blood splatter on the Drome's ceiling.

Why would a game that lives on the code that RP supercedes all start taking steps that put RP behind gear, stats, and whether or not you are in a position to shoot a gun and one-hit kill someone? (A one hit KO is a one-hit kill you simply type kill <name> and they are dead. No stats involved, except for a sniper rifle... in that case, you have someone in the shadows who types kill for you.)

We're fully expecting you to need more things in the future. This doesn't mean you need 4 of each. It's partially because these new objects are coming that we're reminded to get rid of the waste in all it's forms. Shit you need is needed, don't junk it, by all means.
A note on weapons:

I am in the process if adding more 'attacks' to each weapon type.

What does this mean? It means that instead of 'you shoot so and so in location' every time, you will have combination attacks, and different messages depending on the attack that is used.

More importantly, different attacks will require different levels of skill. Somebody using a gun for the first time is not going to be able to do a back-flip and shoot someone in the eye. Someone untrained with a weapon will not do as much damage. Will not see the same range of ability, and, most importantly, will not look as cool in combat.

The level of impact at this time is minor. Even when I am done, it terms of what Kevlar is talking about (which, sorry Jman, I tend to agree with…but then I'm a combat purest) will not be too heavy. But you'll get to see a boat load of cool new attacks...for those that even read combat messages.

If anyone is interested, or has a particular weapon they want spiffied up ASAP, fire me an email, [email protected], and I'll bump it up the alphabetical list.

The dildo of truth and justice!
Viva La Finn… *tear*
Polly parrots.  Goddammit.
Its all about the stuffed bears…
You know, far be it from me to be serious, and granted, I'm sure alot has been changed since I've been gone, but I remember butterfly knives really sucking, I'm looking foward to seeing Iga's work.
How about making polly parot say something everytime you slam it into someone's face or something?
lmao.  i was hoping the parrots would record the screams of agony coming from the fighters.
Polly parrot squawks, "Aahhh! He just smashed my balls with a stuffed parrot."