Announcement

Collapse
No announcement yet.

Drunken approach?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Drunken approach?

    What's the status of a replacement for drunken approach? It seemed like the community was in agreement that the move needs to exist as to handle more than one opponent in combat.

    Also, is there going to be something offered to fill in the gap for street smart? Maybe a truly silent approach?

  • #2
    There are no plans at this stage to create a new version of drunken approach. However, we are looking at creating a new staves move which should accomplish what the player base requires.

    Staves whirlwind strike

    Requires 1000 ranks in spinstrike, triple Bash and jump.

    While leaping in the air at his opponent, Syden whirls a solid retalq fangstave in a rapid motion striking at his opponents. A thug suffers a devastating cut to his neck! A brute suffers a devastating cut to his neck! A rogue suffers a devastating cut to his face! A constable suffers a devastating cut to his head! A large brown rat suffers a shallow cut to his toe!

    This will leave you approached to all targets in the square and oh its an AOE attack.
    .

    Comment


    • #3
      staves will finally be viable.
      Originally posted by urek23
      On a scale from spawning-monsters-is-an-event to three-armors-fit-in-a-sack-on-purpose, how useless am I?

      Fixed12345

      Comment


      • #4
        Still waiting for reversal of glad requirements to relearn nelsor
        "Those who cannot remember the past are condemned to repeat it."

        Comment


        • #5
          Originally posted by TsunamiJack View Post

          Also, is there going to be something offered to fill in the gap for street smart? Maybe a truly silent approach?
          This doesn't already exist? Could have fooled me!

          Comment


          • #6
            Originally posted by Lantraste View Post

            This doesn't already exist? Could have fooled me!
            It's only possible with a crowd

            Comment


            • #7
              Originally posted by Ilkilyn View Post

              It's only possible with a crowd
              Which is a very good balance for said approach.

              Comment


              • #8
                Originally posted by Lantraste View Post

                Which is a very good balance for said approach.
                Agree; though I think every thief move/approach/retreat should generate a random room-based echo.

                A trader brushes against you as he moves through the bustling crowd - lift on the streets
                A dock worker spills his drink on you - ground approach inside a bar
                A sailor takes a moment to gaze over the harbor of moons. - glance near the harbor
                A beggar moves to a nearby stall, hoping to guilt the attendant into a free lunch - fade in streets
                A couple angry laborers get into a shoving match before bystanders start to break up the commotion - spook with a crowd
                You're nearly knocked over as the flow of the bustling crowd changes directions. - street approach with a crowd

                Also these echos should be much more common, happening regularly and desensitizing PC's to them.

                This causes two things:
                1) some characters will be always paranoid, searching the crowd for signs of a thief whenever an echo happens and
                2) thieves in general will be less noticed during their actions, without them being completely silent.
                This makes it -very- important to go the low and slow route, where you wait several seconds or so between moves so as to not draw attention with 3 room echos in 5 seconds.

                I also think that thief approaches should be a bit different from normal engagement, in that the person doing the approach can't leave without retreating/falling back/fading, but the -target- can simply walk away at any time, either costing you the opportunity, or allowing them to leave the area and prevent a failed fade away. - this is probably difficult to code though

                As a cost of the above, searching should
                1) immediately stop the roundtime of -any- related setup/pp/ss skills being done in the room (lift/slice/fade/approach/sneak/etc), and hold them in "middile of something" until your search completes, which will have a bonus to finding someone if they were in the middle of an action compared to just hiding).
                2) have a penalty to finding someone just hiding and not in roundtime
                3) have a fairly quick roundtime when discovering someone doing a setup/pp/ss skill compared to the normal 5000 second room search.
                4) give specifics about anyone doing a setup/pp/ss skill such "You notice Ilkilyn trying to cut the strap on Lyke's backpack"

                Also, please allow handoff to work between hidden/non hidden chars by allowing receive handoff to be an action, just the reverse of handoff, where the other person then accepts by handing off something to you.

                I've got a LOT of thief related suggestions. Make me GM for a month and I can get a bunch done

                Comment


                • #9
                  Bump. Without a ranged weapon, it is impossible to hunt solo where large crowds spawn.

                  A short and stubby man, a short and stubby man, and a vicious-looking man
                  are guarding a burly-looking man while standing some distance ahead to your
                  left. A man with a jagged scar, a short and stubby man, a light-skinned man
                  with a wicked smile, and a man with a jagged scar are guarding a short and
                  stubby man while standing some distance ahead to your left. A lean and muscular
                  man with one eye, a burly-looking man, and a man with a hooked nose are
                  standing some distance ahead to your left. A vicious-looking man and a
                  vicious-looking man are guarding a vicious-looking man while standing some
                  distance ahead of you. A light-skinned man with a wicked smile is standing some
                  distance ahead of you.

                  Comment


                  • #10
                    Originally posted by TsunamiJack View Post
                    Bump. Without a ranged weapon, it is impossible to hunt solo where large crowds spawn.

                    A short and stubby man, a short and stubby man, and a vicious-looking man
                    are guarding a burly-looking man while standing some distance ahead to your
                    left. A man with a jagged scar, a short and stubby man, a light-skinned man
                    with a wicked smile, and a man with a jagged scar are guarding a short and
                    stubby man while standing some distance ahead to your left. A lean and muscular
                    man with one eye, a burly-looking man, and a man with a hooked nose are
                    standing some distance ahead to your left. A vicious-looking man and a
                    vicious-looking man are guarding a vicious-looking man while standing some
                    distance ahead of you. A light-skinned man with a wicked smile is standing some
                    distance ahead of you.
                    Try the ac command. In this case, "ac man". It will list out who you're engaged with by number so you can "targ 5 man" for example. Without this command those brigand spawns would be nearly impossible to deal with, especially when there are 15.

                    Comment


                    • #11
                      There should be a way for combat characters to close the gap in large crowds like this though. Maybe make it an impossible Combat maneuver.


                      Target mastery
                      requires 50 ranks in combat guarding and 50 ranks in fall back.
                      Allows the fighter to move through large mobs and choose their target wisely. regardless of engagement status, will disengage the furthest mob from you and add the mob of your choice ( this move does not negate people being guarded )
                      1 rank = 2% chance of success If failed, leave small opening.

                      Comment


                      • #12
                        Make killing blow usable at long range on NPC's. Should sort most of the problems.
                        Originally posted by MrSelfDestruct
                        I thought it was just a rumor that it was all number-crunching and competitive training in a game with no logical endpoint since characters are ostensibly immortal and can always get better.

                        You mean it's true?
                        Originally posted by Phwoar
                        Maybe I'm just becoming some tea-sipping hippy, or maybe I'm sour because my main uses cesti, but, why sacrifice a character idea for the sake of some hypothetical edge in some imagined combat situation in the distant future?
                        Originally posted by Elowynn
                        Rupert is like the Snowden champion of TEC.

                        Comment


                        • #13
                          Originally posted by Rupert View Post
                          Make killing blow usable at long range on NPC's. Should sort most of the problems.
                          I believe the biggest problem is not figuring out how to program a script to change targets and having to instead manually do it, but this change would be a great one.

                          Comment


                          • #14
                            just create an enumeration function that can be called during any running script. Set triggers to l, look, walks in, arrives, killing, dead, (insert other killing blow key terms), that way it reenumerates all npc's whenever a killing blow is done, you look, or a character enters the area. Enumeration should do it's own look, which instead of printing to the console prints to a parsed array. You can now generate a sidebar that shows the current list of NPC's and PC's in the area. Only difficulty is knowing which one is doing an action if they have the same name.

                            Comment

                            Working...
                            X