-
Notifications
You must be signed in to change notification settings - Fork 100
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
95%test #794
95%test #794
Conversation
HAHAHAHA ANOTHER MACE BUFF, BASED |
BASEDBASEDBASEDINSTAMERGE |
Co-authored-by: DimmaDunk <[email protected]>
Ok, good idea on the crafting QoL, but why the FUCK. Did you slip in a defence malus to being knocked prone? Being knocked prone is already a massive problem and debuff, and a sound strategical choice to making people unable to get away. There was already an attempt to make it less of a game ender with a PR that made it not drop your weapons, which hasnt been pushed yet. Yet you're immediately pushing a 20% defence malus to being knocked prone. If I'm being uncharitable I'm saying is this an attempt to buff anthraxi whips or something? or on the other hand, do it, and i'll laugh as archer gets stronger, polearm gets stronger, running away and not fighting in close quarters gets stronger. Let's watch everyone being impossible to protect as people switch to pelting people wordlessly from above as it's the only way to deal with bandits and antagonists. |
It's a -20% less chance to parry while you're prone. It makes sense that lying down doesn't allow you to defend yourself properly. It is also good for maces, it's not to buff the whips. |
Not true, it was pushed and is currently in game now. |
About The Pull Request
This means you cannot go above 95% to dodge or parry, and you will never go below 5% to craft. If you have zero chance to craft now it just tells you so and ends the loop.
Less waste of time rolling for crafting, and the chaos of battle is better represented by a 1 in 20 chance to fail.
it gives a slight chance to players whose characters have lower skill level vs higher ones. John Farmer gets a slightly higher chance to hit his victimizer. Better than 1 in a effing 100.
I trust more in general game design concepts inspired by timeless classics such as GURPS or DnD or any of the other 100 RPGs there are over Zeths maths.
Note this needs to be testmerged since its difficult to test pvp alone, crafting bit seems to work fine and didnt notice any issues with dodge when hitting soulless dummies but your mileage may vary.
Laying down idea borrowed from Blackstone-SS13/BLACKSTONE#1215 by ChungusGamer666
Crafting setup is original idea.
Pre-Merge Checklist