Addition to the flee feature
+3
Lust
Haruchi
Crow
7 posters
Page 1 of 1
Addition to the flee feature
How about changing the flee areas to just the 4 corners of the PvP grid to give the hunters a chance.So far i've noticed it is way to easy and accessible for people to run wasting the pools of the few hunters we still have out actually hunting. Or perhaps take away the SP/FP system from OP all together to promote others to hunt and not abuse the current OP system even farther. Before everyone starts saying no I would like to put out there that yes it hurts your squad points but as others have shown you can always forgo some of your move trainings to recruit active members and quit making so many alliances which would open up more members to actively hunt this is a PvP based game after all.
Crow- Student
- Posts : 118
Join date : 2012-10-02
Age : 42
Location : Texas
Character sheet
Name: Crow
Title: Deadman
Race: Shinigami
Re: Addition to the flee feature
The abuse of OP is an issue addressed to him, and what is scheduled to be resolved.
Haruchi- Administrator
- Posts : 602
Join date : 2010-11-20
Age : 21
Location : Chillin' with Santa.
Character sheet
Name: Bleh.
Title: Bleh'er.
Race: Hollow
Re: Addition to the flee feature
Ok but the issue with flee chances being to high are still there. I personally have had 3 people with full pools and or above my level run from me within 2 turns causing me to waste pools because i am not so over powered i can easily catch them before the can flee.
Crow- Student
- Posts : 118
Join date : 2012-10-02
Age : 42
Location : Texas
Character sheet
Name: Crow
Title: Deadman
Race: Shinigami
Re: Addition to the flee feature
I'm going to make a crazy suggestion. Now beat with me. Let's introduce back x.5's as no-damage binds only, this also eliminates the blind spot flee chances which just might also discourage battle holding / fleeing so much. Naturally I propose the bind be 100% for a time of 3 turns.
I still do realize range boost is still a very big potential problem. So I can't say for sure if my own input in this particular matter is of any value to you guys.
Pros:
3 turn bind, no bind spot, limited battle holding for 3 turns
Cons:
Range boost? (if it's no damage I can see why it would still be a problem but
I still do realize range boost is still a very big potential problem. So I can't say for sure if my own input in this particular matter is of any value to you guys.
Pros:
3 turn bind, no bind spot, limited battle holding for 3 turns
Cons:
Range boost? (if it's no damage I can see why it would still be a problem but
Lust- Squad Member
- Posts : 317
Join date : 2011-02-14
Age : 30
Location : My fridge!
Character sheet
Name: Zak
Title: Adjuchas
Race: Hollow
Re: Addition to the flee feature
Make sure you close in on them. If you're in their face it's very hard to flee, if you're far away it's substantially easier.
Lsmjudoka- Administrator
- Posts : 470
Join date : 2010-01-22
Re: Addition to the flee feature
I dunno it seems like alot of hassle i think the 4 corners idea would be more practical to be honest and still gives people a fair chance to run.
Crow- Student
- Posts : 118
Join date : 2012-10-02
Age : 42
Location : Texas
Character sheet
Name: Crow
Title: Deadman
Race: Shinigami
Re: Addition to the flee feature
Granted you are right there Lsm but the problem stems to the opponent and I both having the same movement but it takes me at least 2 turns to move into range to attack them yet by that time they already have 2 chances to run.
Crow- Student
- Posts : 118
Join date : 2012-10-02
Age : 42
Location : Texas
Character sheet
Name: Crow
Title: Deadman
Race: Shinigami
Re: Addition to the flee feature
If you have the same speed, you have to be something like 10 squares apart for it to approach a 50% chance to flee. Get in close and that drops by more like half.
If their goal is to flee from the start, it will be just as easy for them to run straight to a corner as it would be to get to the edge, so that wouldn't really solve anything.
If their goal is to flee from the start, it will be just as easy for them to run straight to a corner as it would be to get to the edge, so that wouldn't really solve anything.
Lsmjudoka- Administrator
- Posts : 470
Join date : 2010-01-22
Re: Addition to the flee feature
True maybe my last few "runners" have had good luck or I myself have had bad luck. Though I do see the flee feature causing more to do OP rather than hunt sadly.
Crow- Student
- Posts : 118
Join date : 2012-10-02
Age : 42
Location : Texas
Character sheet
Name: Crow
Title: Deadman
Race: Shinigami
Fleeing
How about when someone fails to flee, it is treated as going AFK
like they take more damage than normal
like they take more damage than normal
Dantryll- Human
- Posts : 41
Join date : 2012-07-10
Age : 29
Location : Waycross, GA
Character sheet
Name:
Title:
Race:
Re: Addition to the flee feature
I don't like the idea in it's current state, perhaps a movement cost increase wouldn't be too far out (seeing as you would be slightly exhausted from trying to escape).
Hitori- Administrator
- Posts : 396
Join date : 2012-08-13
Age : 32
Location : Here, there and everywhere~
Character sheet
Name:
Title:
Race:
Re: Addition to the flee feature
merging all future suggestion for flee here.
orosan- WoB Moderator
- Posts : 436
Join date : 2011-09-18
Age : 74
Location : Somewhere in time~
Character sheet
Name: Ωρωσαν
Title: Κωωκυ
Race: Fullbring
Re: Addition to the flee feature
Boop to...idk, not sure whether to lock or not. >_>
Haruchi- Administrator
- Posts : 602
Join date : 2010-11-20
Age : 21
Location : Chillin' with Santa.
Character sheet
Name: Bleh.
Title: Bleh'er.
Race: Hollow
Similar topics
» Addition to the Squad Feature
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» flee cooldown
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