Dartmud Bulletin Boards: Combat

Last updated: Thu Aug 21 10:43:31 2008

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1: [Jan 25 1999] Because you asked for it (Biblius)
This board's purpose is to enable the discussion
of topics related to combat within dartmud.
As well as to keep such topics from spilling over
onto other boards.

2: [Jan 25 1999] Grappling (Qualinst)
I recall a discussion that took place, oh maybe 9 months ago regarding brawling.
It was going to incorporate and support some new commands such as subdue, and other
non-lethal ways to become victorious in combat.

Many people were a part of this discussion, I can't really recall who though.
It'd be nice to see something done along those lines. Wrestling moves, perhaps some
form of martial arts. Maybe even disarming (which is currently the name of a skill)
would become part of that.

Qualinst
note Bows

3: [Jan 25 1999] bows (Qualinst)
Sounds like a cool skill to have. Perhaps in the hexes thrown wouldn't work so well
and bows would be needed to attack from row 2, or from some form of missile weapon.

Perhaps inside (i.e. not the hexmap) bows would still work, but only in the same room
I suggest this because I _think_ that was one of the main concerns about coding bows
in the first place.

It'd be neat to see 'em, even if they didn't do all that much more than thrown.

Qualinst.

4: [Jan 25 1999] Polearms (Qualinst)
I'm not sure why these haven't been implemented. Noone ever seems to really want to
talk much about them when I bring it up (to creators). Perhaps it's the answer
fighters need for animals. If you are in row 1 of your party, you could attack row 2
of another party. *shrug*

This is another skill I've seen, and wanted to see something done with. The weapons
are already craftable, you just can't learn the skill by using any of them.

Qualinst

5: [Jan 25 1999] re: Subdue (Ral)
I'm going to take a preemptive shot at the idea for a subdue skill.
Here's what I see happening with it...
Let's say that a subdue attack was implemented where an attacker
could use a weapon like a blackjack to knock out their opponent
rather than kill them.
I can already see an argument people will have against this idea.
"If I'm knocked out, they'll just remove my amulet then give me
the final death!"
While I personally have a "c'est la vie" attitude about this,
it's probably going to have to be dealt with if any form of
subdue skill is added. If this is the main reason such a skill
would never be implemented, I would suggest, for the sake of
progress, that perhaps amulets should only be removably by their
wearer. This would pretty much solve the problem of people
worried about the final death.

Just a thought, since I have a feeling someone else was going
to bring up this point with much more enthusiasm than myself.

Ral

6: [Jan 26 1999] re: subdue (Nimbus)
while I agree that subduing an opponent would be great, the means of
doing so is yet unresolved.

To me, it would be better to simply have a combat flag akin to
"set retaliate = off". However, instead of not initiating combat, the
"subdue" flag would limit the final blows. It would direct combat to
a focused end. In essence, this would be a high degree usage of
aim, with control over the amount of damage inflicted (not to kill). The
current combat system produces an unconcious opponent and due to
lag and other forces I've always found my quarry slain.

However subdue could function in other ways. It could be a function
of percise targetting (note necessarily the head). A two-finger upward
thrust to the solar plexus or any of wide variety of nerve pinches (even
a knee to te groin!).. all could be used to incapacitate or kill. This would be
an extension of unarmed combat (brawling). Either it can be built into
the current system as a function of brawl/aim combo, or as a standalone
skill (or better, a subset of the current skill.. also having to so with the
"set" command).

As for weapons that subdue, that would be fairly simple to create
although a bit too powerful (generally) for the current PC population.
A sap or blackjack would fit in okay so long as they require a few
parameters be met (that the target be unawear of the attack fully unable
to stop it's blow). Thus this sort of weapon would be very useful to
thieves and assasins, yet would be barely usable in a direct combat
siduation. As has been mentioned, if subdue were a function of
brawling one way it could work is by requiring that the target be success-
fully grappled and have it's concentration knocked down severly).
By such means, a fighter could subdue an opponent alone or someone
could grapple an opponent, thus limiting it's ability to defend/attack, leaving
the door open for the spank of a blackjack on the noggin.

I envision that blackjacks and other such devices would function much
akin to the flash spell. Whereas the flash spell is unstoppable, items
created for fighters and thieves would be (and have to meet specific
criteria for use -- as mentioned above). I'm not sure that low conc is
something that will knock out a npc. So for that reason I'd guess things
like blackjacks would instead either do the calculation (take npc's current
conc, subtract the amount effect of the weapon employed, add/sub
any modifiers, and if the result is zero or less set the unconc flag of the
npc) -- or directly set the unconc flag for a duration.

Since it seems that the near future will see the release of many ancient
and powerful spells (some of which are already in select hands), then it
doesn't seem unreasonable to give similar functionality to warriors and
thieves. Mages take the direct approach to causality, the rest of us
must abide by our limitations and hope Lady Luck smiles upon us.

-Nimbus

7: [Feb 12 1999] Just an idea... (Euros)
Just an idea I came up with while bored, as I always say, I know nothing
of code and what can and can't be done, but what about jousting? The way
I thought it would work was like this:

Say polearm were in. I ask Qualinst to joust and he accepts. The computer
does all the calculations from here. (Hmm, just realized Qualinst is a she.)
Anyway, you give polearm, riding, and shield use skill checks. So, to make
this easy for me, say we both have average riding, etc, with average
aptitudes, but Qualinst has 3 more polearm improves than I do. So the
computer does a random roll for both of us. (Totally unrelated to skill
or anything.) So I roll a 75, and Qualinst rolls a 74. The skill check
comes in and with Qualinst additional improves in polearm, she could
receive some sort of minor bonus. She wins, I fall over my horse's
bottom. This way, the more skilled person h as a good chance of winning,
but will most likely not win consistently. (As I feel is the case when
it comes to jousting.) And the lesser skilled person has a decent chance
of winning, especially if the two people are close in skill.

I'm sure that was a bad example with bad numbers, there should be
a chance that both fall off their horses, or none do. (Maybe depending
on the difference in rolls?)

Most likely the weapon will break on impact, and the loser will fall off
her horse. The fall should not be a bad one, minor bruises and such.
They usually stand up right after to engage in battle, right?
If not, perhaps agility, acrobatics, or armor class checks? If
the loser is seriously outclassed, maybe a broken arm or something.

Technically the damage could be grave indeed, but I posted this
up as a game like dice or fishing, just something to do when
two fighters are bored out of their minds. With the world out there,
consequences are often serious enough, so when one takes a break
from adventuring, a little harmless fun might be nice.

Euros

8: [Feb 12 1999] Additional thoughts. (Euros)
Maybe an additional modifier on top of the random numbers could be a sort
of rock-scissors-paper deal...aim high, aim mid, aim low. The winner
of the RSP gets another small modifier. Also, War Horses from Tobermore
could be put back in (debugged, if that's why they were taken out), trained
up, which gives a bonus in the riding vs riding skill check. A normal
horse from the hexes can be used, but little or no modifier, maybe small
one if mastered, though his riding skill still gets checked, just with no
modifier.


9: [Feb 19 1999] re: jousting (Nimbus)
A bout a month ago I recall someone saying they were working on
just such a thing, Euros. It was just about the time that people started
getting all excited about polearms (again). What's become of that
project I don't know, but it certainly would be a nice addition.

My question is.. although horses/warhorses would be cool.. what
about jousting with non-traditional animals? Jousting on elephants
would seem a bit difficult and I'm sure they'd need to be trained to
charge and to not gore the opposing mount. However, a battle between
mounts might be kind of cool... something else to bet on :-)

-Nimbus
Ps. Euros, anything can be made with code.. if there is a sharp mind
involved. :-)

10: [Feb 20 1999] Re: Nimbus (Euros)
I thought a little about that, divisions could be implemented
by players based on size, and mount (besides whatever the
code takes into account.) A halfling jousting an orc
is probably at a disadvantage if strength is a factor, not sayin
that characters like Fergus wouldn't do extremely well, though.
Wolves and elephants can be made into separate divisions,
no way a gnome on a wolf is going to joust a sasquatch on an
elephant without there being serious problems. Of course,
that can be solved ICly by the players, if the gnome is
willing to joust that sasquatch, so be it, I'm sure there'll
be a few healers present to clean up the mess. Differences
in the same types of mounts could be taken into account as well-
stallion vs clydesdale, each with their own advantages and d
disadvantages..speed and strength of the mount. How well
the animal is trained could be an advantage as well.

(The gnomes on the wolves would only serve as pre game
entertainment, of course.)

Euros

11: [Feb 21 1999] Blackjacks (Gered)
An important thing to remember about those particular tools, is they're pretty much useless if the target has any decent head protection. Armets or heaumes, for example, would make blackjacking impossible, and lesser coverings like coifs would still seriously impede it.

Gered


12: [Feb 23 1999] re: Blackjacks (Ral)
An interesting point. Armored headgear would provide some protection
from a blackjack. But since this is an ooc board, I'll bring in a
little real-life example of headgear not negating that type of
damage.
The university I go to gets a little silly sometimes, like around
the Halloween festival and the Daylight Savings Time change, when
students are forced out of the bars a whole hour early.
Last year some cops started a riot by wading into students in riot
gear and mounted on horses. Guess they didn't like a few hundred
students walking around on the streets at such an odd hour.
At any rate, one of these cops had an empty bottle of Jack Daniels
lobbed at his head from a nearby student and was knocked out.
The officer was in full riot gear, which includes a visored helmet.
A blackjack swung by a skilled and burly person leaping from the
shadows would inflict a wee bit more damage than an empty fifth,
I'm betting.

Just tossing in the usual gibberish,
Ral

13: [Feb 23 1999] Peek. (Euros)
Here's an idea for the thieves out there...what about a peek
skill? Lift that flap on the backpack, sneak a little look...
Now you know what kinda person you're dealing with. I mean,
a thief can pilfer stuff out of a pack already, but what
a waste of time to find that newbie you were picking on only had
a few empty moneybags and a rusty dagger in his pack.
If you could take a stealthy peek first, and see that
he really has a Lesser Portal book you could certainly
use, then maybe you may sit and hold friendly conversation
with him a bit longer...

On a similar thread, what about a show command, where
players could show you their bags, packs, keyrings, swords,
etc, and you could see what's in them, in the case of
containers, or their long descs, in the case of individual
items.

Euros

14: [Feb 24 1999] Blackjack (Nimbus)
Although blackjacks may have their faults, another option would be
the introduction of garrots. A simple attack, sneak up and wrap a
cord (with handles at the ends) around the victim's neck. Then tighten
and lift (if able) until the body sags like a bag of wet grain.
Most armor in the game is open at the face, or possibly extending
to the chin.. but that leaves the neck exposed to this sort of attack.
Brawling and strength should be factors both for victim and
asassin. Armor would only be effective if it secured the neck.

A poor asassin might cause the victim to passout, while a skilled
may break the victim's neck.

The thief class was never really made as a separate class from
fighters, therefore there are a lot of possibilities for improvement.

-Nimbus

15: [Feb 25 1999] RE: neck protection. (Rhun)
A coif is a chainmail hood that covers the wearer's head, neck and shoulders. A Bascinet has an attached piece of chain mail called a 'camail' that extends from the lower edge of the helmet to cover the neck and shoulders. Plate armor should include a 'gorget' which is a metal collar which would also protect the neck (note that an armet usually was worn with a gorget.) Also, the heaume, or 'great helm' would protect the neck unless the wearer had their head tilted back.


Rhun -- who knows entirely too much trivia about medieval armor.
l

16: [Mar 11 1999] I suck. (Open for debate.) (Euros)
Okay, I've talked about this with several people off the boards, but
I find that I repeat myself a lot, especially to the same people,
so I'm going to post a final note for posterity, and hopefully
never mention it again.

Just a bit ago, I tried to destroy Grashlin's left hand so my
cat could get some exercise. I put my aim at 175,bonus at 75,
speed at 50. My aim blows really isn't too shabby, but I
wound up hitting Grashlin's head, legs, and body more than the
limb I was actually aiming for. I'd say I hit his left hand about
4 times before he gave in and died on me, which took lots of hits,
being and elf and all. This isn't too bad, I suppose, since
some of the time I can actually grind the limb off before he dies.

So after that bout of fighter depression, I went to talk to Qualinst,
and we had a short discussion of fighting. Strength is way to
important to the fighter's career. I know I'm probably the only
one who constantly complains about it, but given that every
other weak fighter has opted for a more suitable race (which
I definitely can't blame them for, every time I attack something
bigger than I tiger, I wish I was born an orc or catfolk), I
guess I'm a pretty decent example.

I'm not saying strength shouldn't be a factor. Someone brought
up the point that yes, an ogre will always hit harder than
an elf or gnome. This is true, but when it's an ogre with
able skills and an elf with about 1600 improves on the ogre,
I don't see why the elf loses in the being deadly category.
Yes, the ogre won't be able to hit, but in the cases when
both are attacking something that they can both hit, like
an elephant, this is when it shows. One point Qualinst brought
up was yes, an ogre is vastly more strong, but whether or
not he can use that strength should be reflected in his
skills, and just because something is weaker, doesn't mean
it's not deadly. I agree totally with her here. The reason
is, when I view combat here on dartmud, it's really not who
can take off the most hit points in one swing. The
phrase 'You hit X's head with destructive force with your X'
can be a little misleading. An eye poke, or a thrust
into a tendon in the shoulder would have the same results
as totally beating a limb to a bloody pulp with a club. If
anything, the quick efficient thrusts would just be that...
more quick and efficient. With the lack of brute strength,
I'd imagine this is how an elf would fight. And though it
doesn't say so exactly, this is what I imagine when I
hit something in the head with destructive force. Not totally
obliterating it, just doing the important parts.

Another thing is strength isn't calculated into aptitude,
yet it's a huge bonus (multiplier). So why not make it
part of an aptitude, so if the weaker fighter trains harder,
he still has a chance to gain some sort of respect without
saying, 'I have agaawel offensive. I know it looks like
fair at best, but it's true.' Of course, this leads to another
problem, which would be that even stronger races would fight
like me, if I were the standard, the ogre would only have
what, 200 or so improves on me at the same skill level, but
he'd still hit pretty badly.

The same thing goes for mages and power and intelligence
and all that, I know I posted it somewhere else. One
mage with average power, and another with 250 power,
the more power laden mage may have an advantage of aura,
but I don't think it's as much as strength gives. Besides,
the average powered mage can make up for his deficiency in
aura with more spell casting skill. I'm pretty sure
I'll never hit Kala or an elephant harder than just a normal
hit, and with really not much progress in skill levels left,
this is a bit depressing. Varied races really do nothing, the
way things are set up now. In the search for best performance
with skill level, any interesting race really has no chance.
Humans, catfolk, orcs and trolls, possibly dwarves are
the only races this mud needs (a who at any given time shows
players feel this way too.)

If you actually got this far into the note, thanks for
listening, and I meant no insult to anyone, including
spyder fighters, mages, and people that have changed race.
A response would be welcome, I really want to discuss this.

Euros, the elf with an inferiority complex.

17: [Mar 14 1999] Re: suck.. (Nimbus)
Agreed, aim doesn't work (even at high skill). With low skilled
(low stats?) opponents Nimbus can hit what he's aiming at fairly well.
Switch to a skilled opponent and aim drops dramtically. (I think it's
based on stats not skill - reason being that when Nimbus fights the
Target he can't hit the ring he wants (except by random chance).
That's pretty bad considering my character is in the top 1percent
of skilled combatants. Btw, I don't think daring works much better.
I don't use it much, but I seem to do better with bonus and speed
than b/d/s. Maybe daring works.. maybe someone could comment about
that.

I'm not sure how effecting aim should be, but I expect that at high
levels (ootb+) hitting your mark should be easy.. and at high levels
(virtuoso+) hitting the mark should be in the 90+ percentile.

However, a change of that nature would mean that NPCs would be
able to kill more effectively as well. Would players find that to be a
problem? Personally.. I'd find it more realistic.

(ps.. halve the conc hit with thrown..atleast!..and increase the casting
time of firebolts. I throw that out a lot because Celetar, when he "broke"
thrown, he said it was to make thrown in par with gfb.. he missed the
target!).

-Nimbus

18: [Mar 15 1999] Re: Nimbus. (Euros)
Daring is a bit useful, in its own right. For example, a while back,
when brawling with Lialah, I noticed I could hit her harder with
daring. Daring also helps you hit things that you wouldn't usually
have an easy time hitting, stuff that usually parries you. (Although
I don't think Nimbus has a problem with this.) The bad part is,
I notice daring makes you miss a lot, and you get a lot more sloppy
with what you hit. Oops, when I meant I could hit lialah harder,
I meant putting daring in along with offensive. In both cases,
actually. Daring alone causes you to hit lighter, and more rarely.

When I'm in serious mode, I don't use daring at all, because
every hit needs to count, and daring isn't dependable enough.
But it could be, if you couldn't hit your target at all, and
leg shots and all that would be and improvement.

This is just personal experience, I've heard other things
about daring, but I'm not sure how well they work, since
I've never noticed.

Euros

19: [Mar 15 1999] Daring and Offensive (Spiffy)
I think they are both 2 different types of fighting.. The game defines offensive
as careful fighting.. or should I say controlled fighting.. Daring is like wild..
I guess offensive works better with aim and stuff.. Thats the way I always saw it..

I also thought that Control was effective against daring and parry was more effective
against aim and offensive..

That may be why you hit some targets more when using daring.. maybe they just have worse
control than they do parry..

Spiffy
Spiffy
whoops..

am I making any sense? I cant even hardly understand myself sometimes.

20: [Mar 16 1999] offensive, daring and aim (Bond)
as for me, if I were to go on serious combat
I'll use only bonus and speed as I've found out a few things

1. daring does helps, hits harder and u miss more,
I rather use more speed or bonus to compensate on the hard hit

2. aim works like 50 50 percent chances on fighting
except when u're bushing, it seems to work quite well though

I would suggest have a percentage of hits successful for aim for each level
and daring, if pumped more, and the opponent's control is lower
than the total skill for your daring + how much its pumped
I meant make a calculation using these 2
it would meant harder hits like what its now
or maybe add conc blown to it
cause a wild fighter does makes my heart beats faster

Bond


21: [Mar 19 1999] Will (Spiffy)
I would like a creators input on this if possible.. what good is will for a fighter?
I know its useful for channeling and scrying and stuff but is there anything else
that affects aside from magery? There really arent vampires we have to worry about

Unless it does something else..
Spiffy

22: [Mar 19 1999] Re: Will (Merkle)

I always thought that the higher your will was the faster you
recoverd from conc hits...I could be wrong though.

-Merkle

23: [Mar 20 1999] re: Will (Eddard)
Will does help recover conc, so I guess that makes it good for sd and ma. Will also plays a large part in determining your teaching aptitude, a skill many of us are fond of. It's also good for scrying (which any warrior can do with a decent will). There are a couple of other things, but then you'd have nothing left to discover :)

Hope this helped,
-Eddard

24: [Mar 21 1999] Re: will (Spiffy)
I know it provides some protection against Vampires.. but since there are really none
around worth worrying about..

I have heard about conc but I havnt really noticed a difference. My teaching apt did
improve but I thought that was attributed to my small increase in intelligence.

Anyway.. Thanks
Spiffy

25: [Mar 23 1999] Re: Spiffy. (Euros)
Teaching seems to be a combination of intelligence, and will, it seems..
Although I'm fairly smart, my aptitude is a lot lower than my intelligence..
and as an elf, i have sorta bad will, which would explain it.

Also, will helps out riding and animal training, although riding
seems to be a combination with agility as well.

euros

26: [Mar 25 1999] Fighting (Eddard)
Ok, I give up.
Warriors fight, right? We may craft or practice stealth, but in general, we fight, and that about sums us up. So why is it so ungodly hard to get into the war or destruction alignments? I just don't get it. I haven't crafted or snuck around, done any considerable teaching, or done anything at all other than straight fighting. Yet for more than a month of this, with many hours put in, I just can't get rid of passion. What's going on?!

-Eddard

P.S. Since fighting certainly wasn't working, I tried everything from incessant flipping to invoking scrolls of yfb. Nothing seems to work

27: [Mar 26 1999] re:Fighting (Nimbus)
As it was mentioned long ago.. in a realm far far away..

What fighters expect: "We are justice! We kill and maim. Destruction
and chaos is our way of life. Our weapons taste blood and gore
every day. We smell it, taste it, it is in our lungs and in our hearts. We
are not all the same and thus reason our methods differently, yet we all
know that where we tread, death follows."

What fighters get: "You attack, an act of war. You kill, an act of death.
Yet these two balance out so you are left with the remainder (nothing).
Fighting is mundane. "

In the past (original DM), alignment was less complex (either good or
evil and it was adjusted based upon how much your own alignment
value differed from that which you killed. Warriors/mage/thief all shared
the same alignment system and were equally subject to "bad alignment".
As as this flavor of DM goes.. being a combatant carries no alignment
weight. However a mage can alter their alignment at will. A while back
I (and others) commented about how easy it was for smiths and farmers
to obtain a passionate alignment and requested that fighting get similarily
weighted. End result.. smithing and farming alignment was vastly
decreased. I guess the motto of this story is...
"Request equality and you'll get a kick in the crotch."

-Nimbus
Ps. Bashing doors is one way to get a war alignment.. although it's also
one way to die rather quickly. Since most doors are beyond anyone's
bashing skill, bashing seems to be yet another skill that has been effectively
killed (so much for fighters being destructive.. :-/

28: [Mar 29 1999] GFBs. (Gered)
A couple of disadvantages to GFB though, that you didn't mention.
1) It has a nasty habit of backfiring and killing the caster.
2) It can really only safely be used by most people while in the right alignment, otherwise #1 happens.
3) With the exception of the troll aura-gods, very few people can manage more than a couple GFBs at a time. After that, they're stuck for half an hour waiting for aura.
4) Foci are only a partial solution to #3. Apart from needing the right spells (many people don't have them) or filling up one's hands with webs (if they can get them), making a large enough focus to matter takes quite a bit of channelling. Half an hour of work for a couple of GFB hits is pretty mild compared to what a half-skilled fighter could do in that amount of time.

That said, throwing should probably be reexamined. I think a solution to it might be to allow it to do better damage, but have it take time to execute, rather than being an 'instant' effect as it is now. Damage and throwing speed could easily be at least partially tied to the size of the weapon. Darts are fast, but not very damaging, whereas a large spear would be slower and more dangerous.

Gered

29: [Mar 29 1999] An addendum. (Gered)
Please check my post on the mage board concerning a way to keep a revised throwing skill balanced in respect to mages and casting.

Gered



30: [Mar 29 1999] Re: 29 (Euros)
I know Gered said thrown damage could be *partially* tied to
size of the weapon, but I just want to throw a few points in anyway.

First off, I can't throw a large weapon, much less wield it.
Things that should be throwable (darts, rocks) are either too
light or too heavy. That's not the pont, what is, is an average
sized person throwing a sword like a zweihander and doing more
damage for it is unpractical. Having size directly proportional
to damage is just wrong. Sure, a twelve foot ogre might get away
with it, but it's heavy, slow, and probably won't fly the way
you want it to.

Secondly, when I imagine thrown, I tend to think of the sly
type, a quick-wristed person who produces daggers out of
nowhere and pokes his target full of them before she has time
to blink. I don't disagree with delays for game functionality,
but what I'm getting at is any weapon, even a dagger, can
be deadly is used properly (whether thrown, thrusted or swung.)
I think that's really the problem with smaller races, like
mohnkees, who can't wield anything larger than Gurne's dagger
one handed. A blade placed nicely between the ribs would
definitely hurt someone, regardless if it is size 15 or size
150.

I only had two points, but writing those reminded me of a
third..awkwardness of weapons. After a weapon reaches a
certain size/weight, it becomes awkward to its wielder.
This makes sense, but there's nothing to offset this
penalty except strength. With agaawel sword skills, weaker
people will never be able to handle a longsword correctly,
until they start over or reinc into a body with at least
average strength. Maybe certain weapons should all have
a difficulty, ie, a katana takes more skill to use properly
than a shortsword would. (Dunno if it's true, just an
example.) Higher sword skill means you can use a difficult
weapon more efficiently. This actually brings me to yet

ANOTHER point, body shopping seems more common than it ever
was, but I'll save that for next time.

Euros

31: [Mar 29 1999] Weapon sizes. (Gered)
I had in mind actual throwing weapons when I said that. Chucking daggers is going to be a lot faster than hurling a spear at someone, but that spear is going to hurt a lot more than one of those daggers.

Gered


32: [Mar 30 1999] Thrown and stuff (Tsnilauq)
I have to agree with the point that was brought up about a thrown spear being able
to cause more damage than a thrown dagger...but on the same note, shouldn't it be
harder to throw a spear properly? When I say "harder to throw" I mean both more
show health
finger connor
skill being required for an accurate throw, and more of a conc hit, than I think
a smaller, faster dagger would require.

Another thing I'd like to bring up is a possible new skill, or just a new "check"
being made during combat.....One for a critical hit. I have to agree with Euros
both in saying that strength is way to important for fighters, and that a non-strong
elf (or gnome) should be able to deal a precision blow to their enemy in a critical
spot (heart, lungs, throat, etc.) to compensate for their lack of strenght.
Possibly this could be based on aim ,and dext or something, since usually the weaker
races do possess more dext than the larger, stronger races.

Tsnilauq the gnome

33: [Mar 31 1999] Thrown vs GFB (Nimbus)

'For creators who don't want to wade through this note:
'Thrown needs the following fixxes: much lower conc hit,
'and more influence by aim.

'For those who have missed the old battle over the thrown
'skill here is a little background: Initially thrown was
'a fairly easy skill to perform. Too easy it seems in the
'eyes of some people. Some folks likened it to GFB. And
'thus the following is a spawn of that contension.

'|A Comparison between Thrown Skill and Green_Fire_Bolt: |
'|--------------------------------------------------------|
'| T H R O W N | G F B |
'|--------------------------------------------------------|
'|Adv: Ranged Attack | Adv: Ranged Attack |
'| Fast "throw" time | Fast "throw" time |
'| Silent attack | Silent attack |
'| | Hits unerringly |
'|Learning Aid: Thrown Knife | Learning Aid: Book, weight |
'| | |
'|Only ranged attack | One of many |
'| | |
'|Dependant upon: Strength | Dependant upon: aura |
'| Obj weight | alignment |
'| this skill | this skill |
'| Aimed blows| |
'| | |
'|Use limited by: #items avil| Use limited by: aura |
'| conc | conc |
'| skill level| skill level|
'| | *extras |
'|Front row combat effect: | Front row combat effect: |
'| Compounds conc hit | Spell disruption likely |
'|Rear Attack effect: None | Rear Attack effect: None |
'| | |
'|Percentage of missing: 50 | Percentage of missing: 0 |
'| Based on: Aim skill | Based on: none |
'| | |
'|Failure damage : none | Failure = : nothing or |
'| | death(uncommon)|
'| | |
'|Damage: factor of str,skil,| Damage: constant (hard!) |
'| defender's skills, | |
'| weight of throw obj| |
'| | |
'|Downfall: Two+ throws and | Downfall: Mana costly, |
'| you are too confused to | casting successive GFB |
'| fight ..easily killed. | may deplete mana. |
'| | |
'|Pitfalls: Highly dependant | Pitfalls: Requires Able+ |
'| on strength. The best | skill to cast (else |
'| thrown weapon breaks in | likely to backfire - but |
'| combat. Makes user too | can be cast anytime prior|
'| vulnverable to be used in| as well). |
'| real combat siduations. | |
'| | |
'|Rear attack functionality: | Rear attack functionality: |
'| Same as frontal attack | Multiple uses, can be |
'| minus extra conc combat | supplimented by focused |
'| hits. If fighter's conc | items or OSS. Can be |
'| is bad then the fighter | supplimented by other |
'| is useless. | Combat/defensive spells. |
'| | |
'|Minimal learned skills: 1 | Minimal learned skills: 4 |
'| (this skill) | Channelling, casting, |
'| | lg or pg, this skill. |
'| | If altered like summon |
'| | spell, then the total is |
'| | 7 (incl. rfb,yfb,ofb) |
'==========================================================
'*Note: In reguards to front row attacks it is listed as
'a mage's GFB is "likely" to be disrupted. The first GFB
'if set as attack response is triggered prior to combat.
'(This information is 2nd-hand, I have not tested it myself.)
'Thereafter, any spell the mage tries to cast while in the
'front row will be disrupted - if the mage is hit.

'I've probably missed a few things above but it seems
'well covered. It should be noted though that GFB was only
'used as a comparison (initially) because damages for
'both were similar. However, if you make the same comparison
'using YFB,OFB,RFB,DB,DK or any of the other offensive or
'defensive spells that mages can possess then the spell
'advantages far out-weigh thrown. GFB is a dangerous
'spell to both it's user and target, yet it's still the
'favored spell of mages. Thrown on the other hand has
'been raped and is of little use to fighters, except in
'that it is the only ranged attack they possess.

'Also something that should be addressed for this
'comparison is the learning factors. As far as I'm awear,
'all spells can be improved through books (although writing
'a highly skilled level of GFB would be quite difficult
'and time consuming). Spells can also be increased by use
'of weight. Thrown has none of these aids, nor does any
'combat skill. Thrown does have craftable throwing knives
'although their helpfulness falls off quite quickly.
'A mage can learn thrown and a fighter can learn GFB,
'however the fighter has to become proficient in atleast
'three other skills prior to attempting GFB and it would
'take a very long time before a fighter achieved sufficient
'casting and GFB levels to be able to use GFB in combat,
'whereas the mage could be combat ready in a quarter of
'the time (theoretically).
'
'There is quite a bit more that can be said about thrown
'(Euros is doing a fine job of that). However, the only
'usefulness of this message can be summed up quickly.

'Summary: The comparison of thrown to GFB is a bad one.
'To give fighters back a reasonable measure of ranged
'attack ability the thrown skill needs the following
'augmentations: (first and foremost) half or quarter the
'conc hit. If it is a non-factored variable then do as
'above, else change the weight ratios of the skills
'required to use the skill (1*strength,3*aim,1*dex,
'1*detail). 2. If an object can be lifted, it should be
'throwable (factor the weight of the obj vs pc's max
'carry weight).

'If critical hits were added then this would be a
'perfect venue for it. It also would take some stress
'off of fighters who feel vulnerable in combat in
'that their only avenue is to learn to sneak and
'ambush. Fighters are not just cannon fodder, they
'are also strategists.. if given the tools to be so.

'Ps:
' If people want to contintue comparing GFB to thrown,
'GFB needs the following changes: alter the "unerring hit"
'to match thrown(it hits..maybe..and might do little
'or no damage). And throw in a heafty conc hit that renders
'the mage ineffective for the rest of the battle. Oh,
'and you might as well trash all the other ranged attack
'spells since fighters only have the *one* ranged attack.

34: [Apr 01 1999] Thrown (Yoda)
I was reading that throwing a spear would be more difficult than
throwing a knife. I think it may take more strength to throw a
spear than a dagger, but I don't know that it takes more skill.
IRL, I could stick a spear in the side of a barn 9 out of 10 times I
think. If I were throwing a dagger or knife, maybe half that. More
often than not, I'll hit the barn with the handle end of the knife.
Maybe I'm just clueless and doing it wrong. But if that's the case,
It seems I have to learn more to throw a knife than a spear.
Another thing I read, was that bigger weapons would be slower when
thrown. While to a certain degree, I agree, but I think the size of the
weapon size vs the strength/speed of the thrower would be the real factor.
An ogre can probably throw a longsword just fine since his strength is
ungodly. A gnome however, is likely going to have problems throwing
short sword. The down side to linking damage done to weapon size in this
manner is that it still pushing more emphasis on the strength stat
which is already too important in my oppinion. But then again, it doesn't
make sense for a small weapon to do same amount of damage as a large one.
I think a arrow to a human, would be the equivalent of a spear to a
gnome. Maybe the small fingers with the better dexterity could throw
and "Arrow/tiny spear" much more effectively than an average human, but
to me, that seems a little unlikely. Hope this note made some sense.
Yoda
.

35: [Apr 01 1999] Throwing weapons (Spiffy)
There are different types of spears.. Throwing spears and spears used for thrusting
into the loins of your enemies and watching the blood splatt.. er umm anyway
I think there should be different types of weapons craftable especially for throwing
like throwing spears, and javelens, maybe throwing stars.. Throwing axes
etc.. Anyway.. It may be harder to throw a regular spear but a throwing spear
is weighted for throwing.. easier to toss and stuff.

Perhaps throwing weapons should be easier on the conc to throw than non throwing
weapons.

That could be an idea..
Spiffy
*
whoops

36: [Apr 01 1999] new weapons (Spiffy)
Since I am on the topic of weapons.. I think it would be cool to be able to throw
Oil vials and such and they could break and coat the target in oil.. or not depending
on if you hit or not. Anyway you could have a fuse in it lit or swing a torch at someone
and catch them on fire..

Maybe we could implement a stop drop and roll command ;)
Spiffy

37: [Apr 02 1999] spears (Fergus)
I think a spear is basically a long stick with a point on the end.
You can throw it or stab someone with it. Maybe the blade on the
end would change, but I don't see too much difference from one spear
to the next. A Javelon would be more of a distance spear, but I'm not
sure why you would want to try and attack something from 50 yards away.
Unless it was just that ferocious. But then again, attacking Shelob
or Azarak from that far away might have saved me an amulet a time or two.
Oh yeah, being a distance spear, I wouldn't think it would have the
characteristics to do serious damage. An I would think, if I saw it
coming from that distance, I could easily step aside.
But that's just my feelings on the matter. Maybe I'm clueless,
but I guess it doesn't hurt to throw ouot an oppinion.
Fergus


38: [Apr 03 1999] More thrown! (Yay!) (Euros)
Reading all the arguments (each with their own good points), I'm beginning
to think thrown should not be compared to gfb in any manner. Aside from
animals, gfb is the major source of firepower the mages have, while
we fighters (the stronger ones at least, not going to go into THAT
discussion again) have the capability to sling 'gfb's' round after
round without getting tired. Nimbus did bring up two really good points,
which I'll restate since I think they make a lot of sense. One - gfb
NEVER, ever misses. Sure it can do really crappy damage if you haven't
practiced it, but I don't think any mage is really willing to go into
serious battle with cruddy skill. The second - thrown does take a lot
of concentration for damage done. If I'm not mistaken, in the 'modifying'
of thrown, both the concentration penalty AND damage were lowered.
Which is a bit extreme. On the other hand, with maybe one or two
exceptions, anyone with decent thrown can do as much or more damage
with a held sword quicker and with less concentration penalty.

Mages have no chance when it comes to facing a fighter one on one -
they're not supposed to. And someone else made a good point (was it
Phylogeny? i've heard so much on the topic I forget); an unprepared
fighter is just as dead as an unprepared mage. I don't care how
big, bad and buff a mage is, if he's being swung at with a sword,
there really isn't a way he's not going to lose his concentration..
mages are the big, bad guns that stay in the back ranks and drop
the other party's members from a safe distance.

The way disruptions work is just fine, I think. I just can't see
how a mage can spend hours locked away somewhere with a target or
pet, come out with a high gfb skill and be prepared to launch them
like a seasoned battlemage. Maybe a new skill for mages should
come in. (Yeah, they have enough skills as is, but frankly,
every mage usually learns every spell with little or no specializing,
a healer can learn 20 new ways to kill another person with magic
and be just fine as long as her alignment is right, so just hear me
out.) A concentration skill for the battle oriented mage. As
mages launched spells in real combat, without practice casts, and
at real targets, his ability to handle combat without screaming and
running away would increase. The average mage goes into battle
with little more than robes, he's not going to hang around a place
where skilled fighters are dropping unless he's really confident in
his skills and experienced on the battlefield. A mage is a mage, a
healer is a mage with sometimes rarer spells.. To be fair, the same
could be said for fighters. The skill woulnd't make you run away,
it would just help you complete your casts without dropping bricks,
and help successful casts (a bonus even, if you concentration skill
was high enough).


39: [Apr 03 1999] more.. (Euros)
Okay, seems Gered had already posted a similar idea, and that was argued about
on another board... I hadn't intended for my concentration skill to mean
mages could take hits and still cast, I meant it to decide whether
they could cast at all. Mages would still be interrupted any way they
are now, maybe more. Eddard brought up a really good point, with a
skill like concentration, it wouldn't stop mages from hiding behind a wall
of animals, entirely safe, even from ranged attacks. So, just to let you
know, if I misled anyone, that's not what I meant. And yes, LSAa is going
to be tweaked, and other more powerful spells are going to be put in. I
imagine one or two landsharks would take a bit longer to kill than a few
falcons, all the while the mage is shooting stuff at you.

Another note, in my last post, I had entirely forgotten the argument
about thrown and gfb was in regards to ranged attacks, not normal, so
I did mess up a bit.

Euros

40: [Apr 03 1999] Concentration in that respect... (Gered)
Is already covered by the spell skills themselves. If you're not skilled enough/expending enough fof your power, the spell will fizzle or backfire.
All that would be accomplished by adding a concentration skill on top of that would be to make it much harder on novice casters. (And, if it was designed so there's always a chance of fizzle regardless, I would bet that serious-backfire spells like reinc would suddenly become a lot harder to convince people to cast.)

Gered


41: [Apr 03 1999] Reinc shouldn't be affected, if I understand right (Tsnilauq)
I think they were saying that in combat a mage with a lower concentration skill would
have a harder time maintaining their focus and being able to cast spells properly.
It shouldn't effect any reincs, unless you start doing reincs in combat situations.

Tsnilauq

42: [Apr 03 1999] In combat... (Gered)
A mage already has a hard enough time maintaining concentration in combat. The slightest little nick disrupts casting, whether by melee, weapon, or opposing spell.
The only spell that isn't subject to disruption is Tell, because it casts instantly.

Gered


43: [Apr 04 1999] Concentration. (Euros)
Nope, what I had in mind refered to combat only, anything a mage would try and
cast to kill or harm another player. armor and healing cast in battle could
be affected as well, but reincs, jonathans, the like woulnd't be affected,
of course..unless done in battle.

And mages already have a hard time casting in combat? I really don't hear of
many mages who die in combat because someone disrupted them, unless they
were being silly. Like I said, a mage shoulnd't be casting in melee.
Thrown can disrupt casting even from behind a safe wall of feathers, but
how fast can someone throw something? A trigger for 'X begins casting a
spell' could be disastrous. And as for opposing spell, if you start
casting before the other mage does, I don't see how you'd be
interrupted.

Euros

44: [Apr 04 1999] Seems we're off on a tangent. (Nimbus)
Seeing how we're off talking about mage skills/spells there's one thing
that I find a bit problemistic with spells.. namely the casting time.
Anyone who has played a caster and has learned multiple spells of a
similar type (heal_*, bolts, ect..).. any spell that is a variation of another -
they all have the same casting time. Bolts are silently cast and have
a time of 2, healing spells are 6, summon ..I don't remember. But
anyhow, it seems to me that if a spell is harder to cast it should be
equally adjusted in reguards to throw time, ..not only damage, diff,
and cost. Doesn't it seem a bit odd that a mage (highly skilled) could
cast such powerful spells so quickly? Look at Reinc or Ress.. both
are powerful spells, but have long casting times. Both of those
are very vocal (spammy) and difficult to master. Should it be so
much easier to kill someone than it is to restore them?

(notice I threw in combat there at the end so it fits on this board's charter).

-Nimbus .. I could be totally wrong..

45: [Apr 04 1999] Bolts silent? (Raven)
Since when are firebolts silent?
Speaking as someone who got killed by
a firebolt within recent memory, I definitely
saw the caster cast at least one of them.

And yes, it's always a lot easier to break
stuff than it is to put it back together.

R.

46: [Apr 04 1999] Firebolts are... (Gered)
Not silent. The only way they can be made so is to OSS them so they can be instantly triggered, but that's a different story, and applies equally to any other spell used with OSS.

Mind affecting spells are the only ones that have silence among them, and not all of them are.

Gered


47: [Apr 04 1999] Bolts silent? (Patrick)
Thats funny... never has any bolts spells been silent. And for goodness sake
spells like gfb is not as easy to learn as you think. My recent two deaths
cause by gfb backfire proved it and I am above proficient on that spells.

Patrick

48: [Apr 04 1999] .. one thing (Nimbus)
Please don't try to suggest you know what I think. I do know a few things.
However, it sometimes takes a stupid question to rile ppl into posting.
As for spells in general, I have never stated that they are easy to learn.
However, *some* are easier to learn than others. Spells in general
have more learning aids than other skills. Not that it's a bad thing, it's
just something to keep in mind. As for thrown, I can honestly state that
I've spent over a year (not constant) working on Nimbus' thrown skill
and it is being extremely stubborn. I've practiced many spells and
gotten them up levels expodentially faster (not with Nimbus). However,
I've also not utilized any teachers with this skill. Then again there don't
seem to be too many new (since the change) throwers with much skill
in thrown.

For the time being, lets separate thrown and spells. There really is
no reason to compare the two except for the want of something to
argue about. GFB is probably the most powerful (common) offensive
spell to *most* mages. Thrown is probably the most useless skill to
fighters (yet there are so few, we have to fight to keep it). Thrown
could be powerful. It could be a viable combat option. At the momment
it is neither*, but we are always hopeful.

*Note: The effectiveness of a throw attempt has many factors and
the conc level of the thrower is directly propotional. The only effective
throw is the first. Combat does not last long enough for a second throw.
Throwing multiple items in successing leads to problems. The first
item hits or misses at full power, the next item at half, and if you try for
more you'll likely miss everytime (not to mention your mind will be so
blown that fighting is strictly out). Extremely high willed characters may
have better luck. But that's not to say that only dwarves, ogres, ect..
should be the only races that can throw effectively (as Euros stated).

Nimbus

49: [Apr 05 1999] Thrown.. with dwarves and ogres (Spiffy)
conc
say whoops
heh
I really dont think dwarves and ogres really have an advantage in thrown when it comes
to will. Spiffy's apt for thrown is poor, I believe its because of poor dex
but im not sure. Anyway I dont believe an ogre would be much better. I have tried
learning thrown and have only managed 3 plusses in that skill. I havn't
practiced it much more..
Spiffy

50: [Apr 05 1999] Ogres throwing? (Rhun)
Rhun's aptitude for thrown is even worse: a beginner. I believe it depends on agility and distance vision...which ogres are not too good at.
*If* I could actually get the skill up with these poor apts, I'd have to get it much higher to even hit. Strength would probably play a part in the damage, but so does aptitude.
As for an ogre's will...you don't even want to go there :)

Rhun

51: [Apr 05 1999] I'm in! (Euros)
Yeah, I think Rhun's right about the aptitude thing. My thrown aptitude is
able, but this body lacks in the distance and agility category. However,
my will is the same as Rhun's, so there. Also, I hear varying things
about aptitude. One is a low aptitude will make it harder to learn
the skill, on the flip side, you just need to get it higher to be
where everyone elses' is. Catfolk lockpickers, troll thieves..
the point being, it's not consistent. Not all things can be made up
for with harder work. I've said that before, I know. A fighter/thief
that's a troll can be just as sly as a mohnkee with hard work, but the
mohnkee will never slam like the troll does. Also, there are ogres
are there with monstrous thrown. Nothing like a greataxe splitting
my body in half lengthwise while my daggers are bouncing off his lumpy
skin.

I've gotten my thrown up to a decent level, but have all but stopped
practicing since the changes..like Nimbus said, can't pick up a lump
of coal and get a few more improves for difficulty. in face, most
decent throwers out there probably nearly got where they are before
the changes.

Euros

52: [Apr 05 1999] Re: Thrown again.. and Aptitude (Spiffy)
I take that back about my apt.. I looked again and its Beginner..
Spiffy

53: [Apr 06 1999] Mess about thrown (Sarderic)
Something that bothers me about this discussion is that for some
reason, everyone expects to be able to do EVERYTHING. To me, thrown
seems like it is more of a thief skill, or at least a skill less
desirable to those who have the ability to wield a sword or other
weapon well. I think one drawback to the whole problem is that as
it stands, a mage can utilize the most powerful forces of healing, then
go and farm for a few hours, feed their friends, cast some practice
bolt spells, and then go kill something. To me, this doesn't make
any sence, although I dont think making other disciplines just as
versatile is the way to go. IF you want to be a sneaky, non-hand-to-hand
combat player, then learn those skills as well as thrown. Certain races
are better at those things anyhow, and that makes sense. But I strongly
disagree that thrown should be a skill just like all others that can
be learned up to a great level just to have on a skill list and have
an alternate way to kill something.
There was a discussion a while back about how unbalanced the economy is.
Well, I believe I know why. If a player needs something that they cannot
make themselves.... they dont seek out someone who can after a while.
Instead, they learn how to do it themselves, totally ruining any notion
of a player specializing in such an art.
I short, I suppose I am saying that maybe it is more of a feature
that thrown is such a hard skill to use and learn. What makes it
different from any other skill if everyone has it and can use it?
-Sarderic the creator

54: [Apr 06 1999] Re: Sarderic. (Euros)
I totally agree with the economy thing..I've posted the points
you did many times before. For instance, i refuse to learn
smithing and mining, even though it would really help me get
my wood working up. But, if you're an off time player or
a loner, or broke, sometimes just doing things on your own is
the easier way, until we're forced. (ie, the way magery and
fighting are forced to hard to learn together.)

Maybe thrown shouldn't be a fighters' skill, it's true it's
sometimes viewed as a range attack, and most fighters belong
in the front row. But, if someone wants to learn thrown as
the only way to attack things like you seemed to suggest, it's
still underpowered. Unless you do something like increase
damage, lower conc penalty, and make it virtually unlearnable
to those with fighting and magic skills.. For it's difficulty
to (er its) practice, it still reaps little reward.

But, first and foremost, I'm a fighter, so here's my main point:
A true fighter (no crafts, magic or stealth) has about what,
8-14 skills to learn throughout her life? If she learns
err, scratch that. 8-14 skills depending on what she WANTS
to train, a few fighters specialize by not learning hafted,
daring, or what not. If she doesn't learn any crafting, stealth
or anything else besides fighting, it's a very boring life indeed.
I think the reason a lot of fighters turn into big crafting
enthusiasts is to give them something else to do than parry,
be parried, parry, be parried until their skills reach AGAAWEL.
The true mage, on the other hand, will learn spellcasting, and
maybe 70 interesting and new ways to utilize their talent without
having to stray from their magic path. Granted, mages do learn
crafts, but you see my point, I hope. Can't see more than one
hex? There's a spell for that, can't speak a language? A spell
for that...can't see at night? etc. So while fighters tend
to learn a lot of things outside their 'class', mages can stay
within their classes while learning new 'skills'. Didn't say
it was fun, but when something resembling a fighting skill like
thrown comes out, it's really no wonder mostly every fighter
here picks it up.

Euros

55: [Apr 07 1999] In agreement (Spiffy)
I Agree with Euros.. The fairness of the game just seem HEAVILY slanted towards
mages favor. Consider the following...

The majority of the quests out there have spellbooks for the prize.

Mages can overcome most shortcommings they have through the use of spells IE
The Johnathans spells, Qv, Thh.

There are areas only mages can safely traverse with little or no danger of being
slaughtered, where as it would take several HIGH powered fighters and thieves to
traverse the same areas. Take for example the UD.. A mage can traverse the UD with
a few spells. 1) A Light Spell - So they can see 2) BAI - so they dont get attacked
3) Recall - In case they get lost 4) Any of the summon spells - In case they DO need defense
5) Fire Bolts - In case they need to attack back

It seems the only thing mages lack is the ability to fly and walk on water.

Take the strongest fighter out and send him down to the UD with full armor
whatever weapons he can carry, however many shields he can carry, and however
many torches he will need, I promise you he will get lost and either die of
starvation or get pummelled by a pitfiend. (hell, 1 of them took out 3 decent
fighters in a matter of 6 hits)

Now take the most skilled mage you can find.. You dont even really need the most
skilled mage.. They can go down, fiddle fart around, get lost, and still be able
to recall out in time for supper.

A fighter and thief together cant accomplish the same as a mage.

56: [Apr 07 1999] Underdark (Patrick)
Different places required different ways of doing things. Sometimes you
need to avoid fights to solve things. In Underdark the idea is to avoid
fighting. Even if a mage with 5 animals in front of him, he would not last at all if he jump into
a room with 5 ratmen or orcs. I doubt there is anyone in this mud that
can fight his/her way through underdark at all.

Now back to a mage going through underdark. Firstly a mage needs those
spells specified by Spiffy to safely move around there. And those spells
you need to learn them to high level as well. But even so, spells then
to behave unpredictable sometimes. Bai can expired at the most
unconvenience time, gfb can backfired when you are in the midst of a
battle, and your marked shield can get lost if you lost connection or
get your hand chop off. Any of these would killed the mage.
Which is why a mage would like a fighter, prefer to have a party down
underdark as well rather than alone.

As for fighter having trouble in underdark, I know at least 2 people who
are warriors and has explored underdark alone and mapped out large areas
of it. As to how they do it, it is for you to know. :) Have a bit of
imagination on how to use your skills. :)

Rdgs
Patrick
P.S. Now did I mention spell casting do not work in a lot of rooms in underdark too? :)

57: [Apr 07 1999] Throwing not a fighting skill? (Rhun)
If you think throwing is not a fighting skill, tell it to one of the norse, who were as good at throwing their axe as at cleaving heads with it, or a Frankish warrior who used his francisca to good effect either way as well.
I would also not like my post to be construed as saying I believe I should be able to do anything equally well, just to note that ogres aren't the best at throwing. I chose an ogre and I can live with that race's limitations.
I would also like to bring your attention to the term 'renaissance man' (sorry Euros, this term arose before the PC movement would have corrected it to 'renaissance person')
It was much easier to become proficient in a wide variety of skills before modern society required increasing specialization. I am not suggesting that everyone learn every skill, but note that a renaissance man was expected to have a wide range of skills. Try reading 'The Courtier' (who's author my memory fails me on at the moment'


58: [Apr 07 1999] re: Magecentrism (Desla)
Spiffy, the inequality has been noted, and is pretty old news.

None of the several quests released in the last two months have spells for
prizes. One is highly geared towards crafters, another is highly geared towards
fighters.

Part of the reason there are so many mage things is that so many ex-mages
become creators--I was a healer, myself. I coded Segliz, and I coded a lot
of spells, so I suppose I'm raising my hand here as part of the problem.

My point is that we're working hard to remedy the discrepancy--not by taking
stuff away from mages, but adding stuff for crafters and fighters.

Desla

59: [Apr 08 1999] Thrown (Nimbus)
I'd just like to note something reguarding DM's past. Back a
number of years when DM was in the alpha-beta years, the time
when fermat, Ds, and the crew were deciding which races to include
and what skills should be ..ect. Fighters were the base class.
Parry and shield were still rather buggy and fighting on the whole
was inconsistent. After several months of that new combat skills
were added (disarm, thrown, polearm). I thought thrown was a
cool idea and that DM would go the way of other innovative muds
by allowing thrwon items to travers multiple rooms. However,
that proved to be a big headache so it never was added. The
point being that thrown was concieved of as a fighter/fighting
skill, not athief skill. Thieves as a class weren't added until quite
a while after (6mo-1yr). Thieves were an afterthough.. to spice up the
game and add "evil" players.

In the past, fighters were much more able to handle combat siduations.
Even now a fighter who has obtained mastery (agaawel) of all combat
skills is merely a shadow of the old warriors. An old warriors could
easily thrash the living daylights out of today's fighter. Know the past
histor of Dm and you will have a proper perspective of why players
of fighters and thieves are still waiting and hoping for change in their
favor. (IMHO thieves were never made into a full class.. more of
an extension of fighters - examplified by the low learning barrier
between the two classes skills..and the low number of skills for
both combined).

-Nimbus

60: [Apr 08 1999] More thrown (Sarderic)
I quite agree. I don't mean to imply that fighters have no place
to learn a skill. The whole glory of Dartmud is that you can make
your player into whatever you want it to be, and that is also half
the fun. I do not think, however, that examples of human history
where a 'fighter' type could do this and the like is relevant. Human
history and people's ability were diverse. Certain cutltures excelled
at certain things, not because everyone could, but because their culture
prized such abilities. Dartmud, on the other hand, has one culture.
If it is to be a culture where everyone can do everything, with the
exception of mixing magic and fighting, pretty soon you just get a
bunch of people with similar skills, and noone is diverse any longer.
Peeking around in how things are set up, I quite realize that there
is no easy way to fix it, except for strict and huge changes which
would probably upset a number of players to the point of not returning.
Also, I am guilty of being a healer turned creator myself. I tried
playing a fighter a number of times, but it was just too boring.
One of my goals is to help fix that, but that is beside the point.
I think I have rambled and strayed from my original point far enough,
so I will just say that I agree thrown should do more damage, but
not if it is to be used in conjunction with hand-to-hand combat.
Gfb is something that I think tips the scales a little too much,
but would adding a similar skill for fighters solve the problem?
I dont know, perhaps it should, and then NPC could just be buffed
up a little bit (once again punishing newbies to try and balance
powerful players).

-Sarderic

61: [Apr 08 1999] more on thrown again (Solis)
just a quick note:
thrown is for fighters. fighters fight, and try to kill, thrown is a way of
trying to kill. you may say what about ambush. you want to make thrown like
ambush?
cool. make it a silent attack when perfected, and make the user of the skill
able to stay hidden while he/she throws. and when the user is hidden, make
the weapon thrown unblockable (as probably the target will not see it coming, make it have better aim and do more damage.
that will make it a nice thief skill.

another quick thing i want to say, is i have to totally and whole heartedly
agree with euros.
about the power of stats for fighters, i think sure, the stronger you are
the harder you hit, but only for a while, why even have such a thing as agaawel
if when you reach it, if you started in the wrong body you still suck, i sayu
make a point where if you are that good, then you are deadly, i mean, it
seems like after a while you dont really hit much harder which to me seems
funny cuz why are we still practicing, (well actually cuz we have no other
goals to shoot for but thats another topic for another day) yes i understand
the attempts to keep the races different, but i say if you work hard enough
for long enough, anybody should be able to make any race into any profession,
and anyways the only thing being accomplished by making stats so powerful
and skills so powerless is to make all mages rowans and trolls (mostly trolls)
or atleast all good mages, and all good fighters catfolk, etc etc

about the concentration thing, if mages dont want to be hit, they should learn
to parry :)

s/s
(sorry if i rambled, havent written in a while)

62: [Apr 09 1999] I'll try to be brief..although rarely am. (Nimbus)
If sweeping changes are to be made they should be in the favor of the
player-characters, not against. Early Dm had a thriving economy and
all classes were challenged (and most everyone quested). The
downgrading of the combat skills (and spell casting skill) has not done
anything in the way of "balancing" the skilled players in favor of the
newbies.

Look at what this "balance" did.. This occurred after House of War
had already become the epitome of the highest skilled players migrating
towards each other. To fix the the "problem" of players who player
there characters a long time and built up high levels of skill, extra
skill levels were added..(doubled or nearly). So if you had a character
with agaawel skills they were now at ootb (approximately). Many
players walked away from DM at that point (mostly the most effected
ones). Characters that were frequently played became infrequent or
in the case of War and Id.. they visited to read mail (although Id did
return to play full-time a year or so later). Others left alltogether or
just stuck around to take their frustrations out by Pking. In essence
the game was ruined for many long-time players.

The economy, which is severly damaged at the momment, was also
quite functional in the past. The issue then was also one of too much
in too few hands.. namely very wealthy pcs. Although the ecomony
was disabled to curtail the wealth of the few.. it only penalized the
newbies.. those who had large accounts rested on their laurels..and
some still do. Some accounts were closed..for one reason or another.
However.. nothing beneficial came of that effort either.

So we wind down to today's DM.. we have all these old problems that
were "fixxes" which were never properly handled. They could be now,
but as Desla stated on his post to the Casting board.. there is a
concensus among the coders. It seems that concensus of the
past was to balance by disabling and whittling away at what was a
functional and stable balanced system. From what Desla and other
coders have posted here it would seem that there may be a change in
the mood of the concensus body.. that restoration may be forthcoming.
I certainly look forward to the day when DM is once again "whole".

As for fighters.. fixxing the problems as discussed here would be a
good start (thrown, aim, fighting). Also a shift towards an emphesis
on skills rather than stats would help greatly to allow all combatants
of all races an equal chance at being good at their trade and at par
with mages. Newbies will always be at a disadvantage. If you arrive
late to the party you may find the punch bowl empty.. don't go saying
it's not fair.. it's not our fault that you arrived late. Old players try to
help the newbies, but atleast for me, most my training was self-taugh
and I don't think I should go out of my way to see that newbies get to
combat ready levels in a few hours. I have done it on occation, but
it's not fair to the old players.

Once the established problems are fixxed the next step is to narrow
the skill gap between the classes. The mage's 70+ skills that provide
them with every possible benefit seems to be the biggest factor.
To make it fair for fighters, they need skills that allow them to be
more than mundane front-liners. NPCs have been altered to do
cheap shots (breath weapons, non-blockable attacks..ect) that target
the fighters, yes the fighters are not equipped to handle the changes.
(change "yes" to "yet"). As example I site the "Fighter's" amulet
quest. In the past a small band of fighters could do it.. (I'm talking
about the direct method, not the non-combat method). The only
thing I ever heard creators grumble about was that highly skilled fighters
would go and spar with Shelob for hours, much like all fighters do
with Pelidor. With newer spells (mark/recall) and other additions, the
quest became less of a fighter's quest and more of mage's/thief quest.
In the end.. the addition of changing Shelob to a demon and adding the
breath and "attack from all sides" initial attacks have rendered this quest
one that is not for fighters - since fighters cannot fight shelob without
facing a very quick chance to be amuletized. The only way for fighters
to do the quest now requires a throw-away npc (if you want to fight).
the quest still favors non-fighters.. which would be akin to altering
the Segliz "mage's amulet quest" by putting in a no-casting room with
an agressive npc that first dispells any spells active on the mage and
then proceeds to block all the exits. It would make a good warriors
or thief quest, but makes would be at a severe disadvantage.

There's nothing wrong with making quests that encourge multi-class
paries, but when the quests become doable by a single person -
of the wrong class - then players begin to complain and creators
tend to ignore them. As has been stated, coders code for themselves -
they may have the interest of the players mixxed in, but on the whole
it is their project and most are stubborn ... er um.. proud of their
creations :-)

Okay so this wasn't even close to brief.. sometimes there's a lot to be
said. It may have been said many time before, but we players live
with the illusion that somehow what we have to say has meaning.
We don't expect immediate change, but are always hopeful that our
words do not fall on deaf ears. If coders are tired of seeing the
same old topics discussed then they either need to see that those
topics are looked into (and players are made aware of the decision),
or place a board somewhere that briefly lists all the past requests for
change and what if anything was done by creators.

-Nimbus

63: [Apr 10 1999] Can I be more brief than Nimbus? Bets? (Euros)
I've suggested in the past that Shelob's quest actually be made easier.
(This was before the breath thing.) My reasonsing was, in effect,
the same reason it is now: unless the first person who walked in
the room could parry Shelob, or be close enough to and take hits
long enough for her to die, the party would probably not make it back
out again. At the time, only one or two parties were actually doing
the amulet run, and this was the most common (only?) way to quest
them. So I suggested this, in order to make the competition more..
competitive. My idea was turned down, instead, Shelob was made
toughter and tougher, and finally the gas was added in.
This brings me to several points. (Yay!)

First, when I view the mud, I view it as any other fantasy world,
with people of all types - traders, mages, warriors. Some not
important enough to mention, or code. (A book that mentioned
every single inhabitant of a planet would be quite boring and
long.) The players, I feel, are the heroes, the ones which
stand out (the ones that don't say, "I need a better job!" every
five minutes, although they are more important than others.)
So what bothers me about the Shelob quest is, as players
became more skilled and were able to actually take on a
monster like Shelob by themselves (I was never one of these),
creators buffed her up. I don't understand why this was hard
to deal with, as heroes are heroes, you don't hear stories
about how the dragon came back several times stronger
because the knight killed it the first time.

Secondly, we have stats and bodies. In the past, body shopping
was a lot less rare. A LOT. And, creators seem very against it,
but the way bodies are set up now, promotes it, I think, from
my point of view. Yes, it still happened, but in a different way.
You have a catfolk fighter, he dies, loses his body, but that's
okay, because Belion and Nazakaner are right there, with better
stats than they could ever hope for. (I do like that the new
registration system allows a race to stretch its limits without
stripping sense and other stats, but that's off topic.)
Now, while races like sasquatches had no choice but to change
races, and others, like me, had to accept a body with base
stats, the point is, once you found you liked Thrain, you
tended to stick with Thrain, every time you died, body shopping
done with. Nowdays, with the random stats, body shopping is a
lot more rampant, as and elf (I'll just use me, I'm tired of
thinking up examples) who either bought and rolled for strength
constitution, and agility, finds herself a magnet for magical
energies and not too strong. Hence, her fighter career is now
over, unless she risks it and takes another chance...So, the
question posed in the previous paragraph is once again asked.
Why aren't players allowed to have good stats, stats that suit
them? I've heard, "Death isn't supposed to be a reward. Deal."
But really, what does this accomplish besides making players
unhappy with the game? And why is it, NPC's, who, like Belion,
may certainly be noteworthy, but not exactly a hero, have
stats double, maybe triple that of the real heroes? Certainly
a hero is one because he stand out somehow, smarter, stronger,
quicker, whatever, than the other members of his race.

My third and final point concerns newbies. There is definite
conflict here, I've heard some creators say they want fighters
to be able to kill each other easier, I've heard some say they
want to give newbies a fair shot against the big guns. I
don't think the skill curve, skill cap, or whatever it is
and how it works actually helps either or these views in any
way. Here's why: The curve might actually help lower level
fighters against a higher level fighter, which accomplishes
the second, but punishes the high level fighters. Why? If
I train five years, why can't I mop the floor with the mid
level fighter who's been around a few months and has been
constantly harassing me? (I must note that, fighters do
learn themselves up pretty quickly too.) I didn't intend to
mention this, but I guess I will. I could not hit a fighter
whose parry was less than half my offensive skill. (In number
of improves.) She was parryin with two hands, and swinging,
but the details are negligible, maybe next time, this note
is becoming a bit too long as it is. After several minutes,
I did manage to hit her barely, but that's it? Killing? Not
likely, unless the fighter lagged for a few hours, or opted
for a very slow, very painful suicide by my katana. As
for the concern of newbies never being able to make it due
to rude, cruel, higher skilled players..this isn't true.
How often does it happen now? Yes, I couldn't hit
aforementioned fighter, but I'm sure I could manage any newbie
that shouted, 'Okay! I just registered, what do I do now?' It
doesn't happen often. And, according to several sources, this is
a player run society..you may occasionally get those cruel types,
but more often than not, they are dealt with by 'player justice',
so I really don't think it's too much of a concern.

Anyway, I said I'd write about body shopping later, so I did.
Tune in next time for more about mid level fighters versus me.
I'd also like to thank creators who take the time out to post
responses, a lot of the time I think some things are just plain
wrong, and discover the reasons for them and shut up.

Euros

64: [Apr 10 1999] I understand the feeling. (Patrick)
I have to say I understand how Euros felt. I mean I was around for quite
a long time myself and have trained for years to get to my present level
of skills. I have went thru' a few degrading of mage abilities including
lower of aura max and so on and everytime it happen, it pains me greatly
to see everything go down a level.

I also understands the need to make the mud fairer for newbies but look at
it now. Newbies these days have great teachers to teach them while us
have to be on our own right from the start. Every little improvement we
get is time and effort taken. When we train hard to be able to solve a
quest only for it to be make more difficult later can be a bit annoying.

There should be a better way of doing things. Let us all think and see
if there is a better solution then simpler making quest harder or reducing
player abilities.

Rdgs
Patrick

65: [May 08 1999] Disarm and break weapon (Patrick)
Just a few suggestion to spice up fighting. Maybe we can allow
fighters be able to disarm or break an opponent weapons.

Just a suggestion.

-Patrick

66: [May 12 1999] re: disarm and weapon breakage (Bishop)
well i believe there was a disarm skill or one that was planed on. but either never installed
or taken out. Weapon breakage would be a good idea i think though might actually get the
econimy going a bit. also adding in clothes getting old and shoes wearing.
but only my opinon
-)- Bishop -(-

67: [May 13 1999] Disarming and weapon breaking... (Gered)
One serious problem is the fact that a fighter's defense is based on holding a weapon or shield to parry with; no weapon/shield, no defense (and fast death).

If disarming or weapon breaking can affect those defense weapons/shields, then it poses a serious problem, because one successful disarm, or one inopportune break, will probably end the battle rather abruptly.

If these are going to be implemented, then I certainly hope some form of non-equipment-dependent defense becomes available first.

Gered


68: [May 17 1999] An idea to give fighters more variety ... (Pixel)

My idea : Fighters get a new set of skills, ones for
special moves. These skills are for all of the flying
kicks and spinning double-sword attacks and whatever that
is currently subsumed into the combat allocations etc.
The difference with these skills/moves ? They are
researched by fighters, just the way mage spells can
be researched (or used to be, at least). So, some
fighter of suitably high skill gathers the neccessary
spends a lot of talk time and research time and maybe
ven sparring time with a creator (maybe), and at the end
all, they get their + in a new skill. Once that's done,
they merely have to practice it up until they're good
enough to teach others. I'd imagine these new skills
would give some bonus during an attack, or maybe some of
them could be used defensively, and so on.

With a system like this in place, I believe some of the arguments
comparing fighters unfavourably with mages based on skill
counts would be gone. Fighters would have new skills to
with, skills to trade with other fighters, and could
build up even more distinctive fighting styles.

Just imagine watching two legendary fighters sparring, and seeing kimar's_flying_headkick
launched into action, countered by war's_diveroll.


Well, hope this made sense to someone.
(oh yeah, there really should be some way for a fighter
to hold a weapon, a shield and be able to see - without
mage assistance ... it's just too basic to playability
to not have ...)

Pixel

69: [May 17 1999] Re: #68 (Ramik)
I couldn't agree more with Pixel's excellent idea. I've often thought about how, if I were a creator, I'd add in this or that fighting skill. The concern, of course, is that such skills quickly become common knowledge and unbalance the game. This would not be so much a concern with these skills, as anyone who went to the trouble of researching their own, unique skill, would certainly balk at passing it out as a party favor. Perhaps the unique style of a Baron or Sir might be disseminated freely throughout his house, but that would only another element to inter-house conflicts. Perhaps the members of House Tellborn would be feared, not solely because of their skill at arms, but because they, alone among the Mud, know how to disarm.
Of course, martial arts maneuvers will likely be one of the first things to be researched, bringing sweep kicks and bare-handed parrying to the mud. But, although martial arts maneuvers are good, I look more forward to racially specific skills! I, as a spyder, would love to pioneer the use of a four-handed sword. Perhaps a braman might train himself to be able to constrict with his trunk. Catfolk might well be able to scratch with their hind legs, etc... Of course, these researches might be dependent upon other skills and factors. For example, before inventing my Four-handed Sword, I might well be required to achieve virtuoso proficiency with Two-handed Sword. Some sort of constrict attack would probably require reasonable proficiency with brawling.
I hope this research gets the green light, although I'm doubtful it will. I think to those up above, there's too much potential for abuse, which, to be honest, I can see. I just think that what it has to offer is too valuable to ignore. Finally, one fighter won't be a boring carbon copy of the next. Finally there might be some potential for surprises.
---Ramik

70: [May 19 1999] fighters (Serafin)
was thinking about that line you always get when reading helpfiles or talking
to newbies, the one that says fighters can have different styles :) depending
on what they work on. HAAA!!
how many people on purpose avoid working any weapon skills so that they can
be full fledged brawlers?? or any of the other supposed fighting styles,
and why would you? what reason would someone have for putting themselves at
a disadvantage when with just more practice you can have great brawling and also great hafted for when you need it,
or whatever. the problem is theres really no advantage to specializing, and
there are so few skills that to not learn one is to handicap yourself, also
with stats being so important you prolly wouldnt want to be a brawler unless
you had great strength cuz otherwise even at agawel you still aint doin no
damage cuz somehow all your practice hasnt helped you to learn where to hit
to do the best damage :) so what can we do to diversify fighting?!!!
spheres of fighting! just kidding...
1. we need more skills. for this we need ideas, theres a whole bunch of us
so lets start putting them down on paper. er virtual paper.
2. these new skills, together with the old, need to somehow be opposed, no
not like spheres :) ok, maybe like spheres, i dunno, whatever way that
would force people to make choices, to diversify, and not to try to learn
everything, like say you had 8 groups of fighting skills, yes we'd all be
jumpin for joy, and maybe the sheer number would be enough to keep us
from learning them all. maybe. maybe not. now say there was a point like
master or high master where only 4 of the groups could go above that point,
and the way that was determined is once one skill from a group reaches that
point then others from that group can, but from some opposite group cant :)
and being high in one group, makes you somewhat equal but different from
some other group, like different types are good at different things, the
whole paper rock scissor :) thing.
3. maybe fighter mages should be hampered by the fact that they cant get
as many groups above that point. (while im on the topic, other races are gonna
need some help if we dont want the mud to be overflowed with trolls :)

was gonna write more, including some ideas for fighting skills, but im
a little burnt out from writing posts on the mage board and then the idea
board before getting to this one. so maybe tomorrow ill come with those ideas,
in any case, you people have all the above statements to scream bloody murder about. im sure
well whatever. these are my thoughts.

serafin.

71: [May 19 1999] Fighter ideas (Arryn)
I've looked at the combat code because it is one of the reasons
I became a creator. First off I agree with almost all of you
regarding fighting, that it would benefit from new skills and
there should be more to it. Secondly, from a coding perspective,
any changes to fighting requires a major coding changing to combat
and a greater amount of testing. Does this mean I don't want to do it?
No, it means that I am looking at but before I make any changes, I
want a full plan on everything that it will need rather than trying to
do patchwork. I have some of the things already planned and I am working
on in conjunction with other things. You can either mail me or post here
all the ideas you want in fighting. Since I see many good ideas I haven't
responded to any one specifically. Just know that your ideas are being
looked at and hopefully most of them will be incorporated. A change of
this magnitude takes a good deal of time, but don't think we've forgotten
about it.

Arryn

72: [May 19 1999] just an idea (Sarderic)
Here is one idea, just to throw something out on
the table.
I know this may be somewhat cliche, but there are
a variety of different kinds of fighting.
Right now, we have fighting with a sword, an
axe, or whatever.. and other than that the
weapons are different... there really isn't
anything special about one or the other.
However, suppose there were different fighting
techniques. In the martial arts, there is a variety
of different kinds of fighting. Some kinds focus
on defense, some on offence, some a variety of both.
Perhaps if we had different types of fighting, that
showed up as skills (for instance, not to suggest
these as skills, but just as the general idea, a karate skill,
a fencing skill, a kickboxing skill), and much like
one can 'set aim to head', one could set which fighting
style they used, or maybe even a combination.
These skills would probably conflict with magic to a
great extent, but it would be the perk for the pure
fighters. Just a thought, be gentle.
-Sarderic

73: [May 22 1999] Combat (Nimbus)
In general, fighters do want to specialize. The problem is that
along the way to becoming a full warrior they find that their
learning rates stagger or stop for extended periods (days, weeks,
months..). It gets very frustrating when you train and slaughter
everything you can find and still can't learn. It is times like
these that fighters turn to those skills that they've neglected or
just never wanted. Seeing the new skill rise usually coaxes the "stuck" skill into action.
In my opinion, it's the learning curve and it's lulls that make
most fighters into one-man armies.. not because that is what they
truely want, but it's what they have to do in order to succeed.

-N

74: [May 24 1999] An idea about fighters (Bishop)
I notice that alot of fighters seem to go on for hours fighting the same being with equal skills.
how about adding
a system of endurance.. after holding up a wepaon shield armor after a period of time is very
hard on the body... maybe adding a endurance that slowly goes down like movement, and rebuilds the same.
this would add a little more realism to fighting as well.. only an idea though.

75: [May 24 1999] endurance and fatigue (Arryn)
Endurance and fatigue have been considered as an option to fighting,
however if we do this it would cause great difficulty with practicing
fighting, so we have refrained from doing this.

Arryn

76: [May 25 1999] Fatigue, on the other hand... (Gered)
Would make for an excellent new fighter skill - one that reduces the accumulation of fatigue.

Gered


77: [May 25 1999] Re: Gered. (Euros)
Right along with my concentration skill for mages. :)

Euros

78: [May 25 1999] re: fatigue (Fergus)
perhaps we should also add in mental fatigue. so that mages cannot
sit and practice spells for hours on end. I know my mind
starts getting fuzzy after working on calculus problems for a
couple hours.
Fergus

79: [May 25 1999] At the moment... (Gered)
That's what conc does for mages.

Now, putting a separate skill in for 'mental fatigue' and a mental fatigue rating wouldn't be such a bad idea - but the conc hit for spellcasting would need to be replaced by it.

Gered


80: [May 26 1999] Re: fatigue (Celetar)
The main problems with either combat or mental fatigue, is the boredom
factor. They both make sense realisticly, but at first glance it sure
looks like it would decrease the playability of the game. There's
enough wasted time here, time wasted waiting for fatigue to recover
might put us over the top in the 'things I could have more fun doing
in Real Life' category.
-- Celetar

81: [May 27 1999] Well... (Gered)
As things stand, perhaps. On the other hand, if the learning rate was tweaked to take a fatigue system into account, it could work.

(I know, I know, you don't want to mess with the learning rate. :) )

Gered


82: [May 27 1999] re: learning rate (Desla)
Gered Said: (I know, I know, you don't want to mess with the learning rate. :) )

Not so. I very much want to mess with the learning rate, so adventure
is more rewarding than practice. As is, adventuring is just a way to
wind up dead, since practicing ad infinitum will give you more safety
and the same results. However, we don't want to give a net increase
in the learning rate (i.e., power level) for "free"--but we don't want
to tick everyone off by altering the balance in a way that's not
properly playtested.

So in essence, it's something that has to be done carefully, but not
something that's impossible or our of the question.

Desla

83: [May 29 1999] re: fatigue (Bishop)
well waiting on aura is already a huge fatigue.. but a mental fatigue would be very acceptable .
put the term mental would then have to be allocated towards crafts and fighting as well.
for you need good mental condition to continue fighting proper. ;-)
I still think either or would add to the reality here ( and was only an opinion)
-)- Bishop -(-

84: [May 29 1999] re learning rate (Bishop)
is it not possiable to make the creatures in a quest be more prone to increase improves.
And perhaps only for a few exciting moments.. (basically to stop botting these creatures).
just an idea.
-)- Bishop -(-

85: [May 29 1999] Learning rate (Patrick)
I think Desla's suggestion is great if it can be effective implemented.
I myself dont like standing all day at one place learning spells. :)

Rdgs
Patrick

86: [Jun 01 1999] re: learning rate (Honor)
The learn rate on combat is fine. It certainly would be better, as Desla
suggested if quests were more rewarding than idle practice. However that
would have to carry over to mages as well (as I expected Desla intended).

However, a problem with combat (of many) is that skill does not mean
success in combat. It means you might live a little longer against enemies
that fight like you do (no breath weapons, or other dirty attacks..including
spells). Fighters unfortunately do not fight well, Euros is a good example
of what I mean. She is a skilled combatant, but if she wants something
to die fast and with a high degree of success she uses "other means". It
is the wise thing to do, but shows that direct combat is ineffective (alone
or in a two-person group). Against a small target it's fine, against a skilled
player or large Npc.. Your mileage may very.

-=Honor thy Eldar=-

87: [Jun 14 1999] Specializing (Vespiel)
Heya
I think that specializing for warriors is the way to go. We should look
closer at that, and perhaps devise a good system that would make
this profession more exciting. It would have to be balanced, so that
not everyone goes for that ultimate style, forcing players to chose
their fighting style according to their preferences, talents, tactics
and perhaps even race. One way of doing it (and hopefully not the only one)
would be to make weapons a more diverse. If that's already in, forgive
the ignorance, but generally different weapons give different combat
advantages and disadvantages. A spear, for example, helps one with defense.
A dagger puts one more at risk, but is one of the best weapons to hit
the head with. A staff can be a very defensive weapon, while an axe is
a primarily offensive weapon and not a very defensife one.

That may be one of the areas of specialization, but of course a player
could end up learning all the weapons, and learn all the techniques. In this
case, however, that's still fine, as you can only use so many weapons at
one time. Chosing that correct style for the particular engagement would
be the key.

Other specializations should be more inherit. I think it would be very good
if players were not able to learn _everything_ on the grid. A warrior that
is profficient at everything is... well... extremely rare. A warrior that
has more than one fighting style is also rare, and most warriors will chose
one style to specialize in. Styles take long to learn, so the
jacks-of-all-trades don't achieve such great skills in their many styles.
Those that specialize do.

Vespiel


88: [Jun 15 1999] re: Specializing (Artag)
I have to disagree with you, Vespiel. Most of the changes you suggests are already present in the combat system to some degree, and I think trying to implement them more fully along the lines you suggest would be disruptive and harmful to what is an effective, mature combat system.

Besides, I think combat specialization is much less common than you suggest. Everyone I know who is good at combat is just generally good at combat. They have a particular weapon of expertise, but they are very nearly as effective with weapons other than their chosen one. They have a consistent style and way of moving -- but that is reflected in combat allocations.

Just my $.02

Artag

89: [Jun 15 1999] Specialization (Raven)
For what it's worth, all my player chars were combat
specialists - one incarnation only did sword, another
only did 2hs, with some degree of success. The hardest
part was convincing teachers to set their teach list
appropriately, so unfortunately I picked up isolated
improves that I didn't want. (Of course it's nicer
now that you can choose skills not to teach. Good job,
whoever coded that. Oh wait...)

90: [Jun 16 1999] Hooray (Eddard)
for polearms!

91: [Jun 16 1999] Polearms (Ramik)
Are polearms working now, or were you just cheering for the concept? Either way, I agree, but I'd like to know if there's another skill I need to fiddle with.

92: [Jun 16 1999] re: Polearm (Eddard)
Sorry if I got yer hopes up, that was just my two cents on polearms.

93: [Jun 16 1999] Re: re: Polearm (Ramik)
Well, dammit. I want pikes and lances to work right...not to mention glaives and fauchard-forks and whatnot.

94: [Jul 26 1999] setting parry and control (Thtek)
I've messed around with the "set parry/control" command, changing the default and the
amount for enemy 1 and enemy 2 (not working more than 2 with split yet). It doesn't
really seem to make any difference. Anyone that can explain how and if setting those
works?

95: [Aug 13 1999] Pelidor (Eddard)
Out of curiosity, why is that Pelidor doesn't regen? If it's no important reason, could he be made to do so? Does anyone agree that he should come back between boots?

Player of Eddard

96: [Aug 14 1999] Re: Pelidor (Nimbus)
Pelidor doesn't reset for a couple reasons:
1. He serves no functional purpose (offers no verbal help to a functional
quest, nor does he have any real purpose).
2. He is a sparring partner only, and one that fighters learn well with. It
may be spite or there may be other reasonings, but generally creators
don't favor fighters sitting around and sparring all day (mages can sit
cast all they want though). There are probably better reasons that
creators and long-time players will point out.
3. Lastly, there has been a recent movement to provide more challenging
combat npcs (packers and waderers). A nice change from the dirty
fighting npcs that use unblockable attacks, or are overskilled (as a
minor example I'll point to the fish trader that throws a mean axe -
it's good that he uses thrown, but he should be throwing fish not axes! :-)

-N

97: [Sep 10 1999] Grapple (Caterus)
howdy all

Hrmm.Thats Myth and I was testing Grapple for fun
I seem to notice that escape grapple really is useless when you can walk South or anyother way
maybe you guys could fix it so that escape grapple is the only way out unless you are higher skill or close to the person grappling
it would be nice change when you Grapple an Npc like tupper and he still gets away
Thanks for your time
**Caterus**

98: [Sep 12 1999] Last (Brixia)
I agree on that. Block and grapple are absolutely worthless as it is now.
I had an rowan, no combat skills, that walked right past both Grashlin and Gudz.

99: [Sep 12 1999] Re: Last (Phylogeny)
Try walking past Shelob then.

Phylogeny, who tried it once or twice.

100: [Sep 12 1999] blocking (Caterus)
Well as far as I know it has to do with the size of the door, you
Of corse a Gnome cant block a door that a Braman can walk thrue
Then again I might be wrong!
**Caterus**

101: [Sep 13 1999] Grappling and blocking (Ramik)
Well, the fact that blocking is of limited use doesn't bug me nearly as much as grappling. I can see how blocking could be a straight SIZ vs. AGILITY test, involving the size of the doorway as a modifier. This doesn't involve actually using any skills, so it makes sense that a newbie braman should be better at it than an old, experienced gnome. It has to do with raw stats, not a learned ability.
Grappling, however, is of such limited effect as to be useless. I don't think it's out of line to expect your skill at grappling to advance as a subset of your skill with brawling. However, as a Legendary brawler, I can attest that Telinor has no problem wriggling easily out of my grasp. Escape is apparently not a function of agility either, as Fossil, a newbie ogre, escaped just as quickly. These days, grappling is only used to prevent someone from blocking. While that's all well and good, it does seem to elevate a mere side-effect of grappling to a rediculous prominence in the overall scheme of things.
I, for one, think it's just about time grappling was made effective...or at least useful.
---Ramik

102: [Nov 20 1999] Aiming question (Nimbus)
Hi,
I'm solicing insight on how to hit what you aim for. How high does
aim have to be to function adequetly? (aka damage the targetted
appendage more than surrounding appendages). The head is
not a good thing to aim for (since it seems that as the opponent tires
the head is the first thing hit solidly).
Does anyone have a combat allocation setting that works extremely
well for this purpose? I've tried several setting but the results are usally
less than satifying. Really what I'd like to do is be able to IC dismember
an opponent *before* they die. I've been able to do it with weak and
unskilled opponents to some degree, but nothing that I could call
reliable (as in a definitive combat style).

Ps. Has anyone ever hot a ring on the Target that they aimed for more
than five percent of the time? Ten? Fifty?

-Nimbus is curious.

103: [Nov 20 1999] Targets (Raven)
That's a quirk of targets... the name of the ring that
you see, isn't what you name to aim at. Try aiming for
"center", "first ring", "second ring" etc. Dunno why
the coder who made them did it that way, but then again,
he hasn't been around to ask, either.

R.

104: [Dec 24 1999] Happy Holiday (Eddard)
When a mage wishes to practice, they can do it almost anywhere. A thief, while not quite as flexible, is not very limited, depending on what they wish to practice. But any fighter with master skills or higher has one place to go: Pelidor.
All it takes to prevent any advancement in these warriors is to kill Pelidor. If Eddard, or any other of the many, many players who can kill Pelidor decides to do so, and is on frequently, the entire population of warriors suffer.

So please make the cocky Knight of Karnak repop between boots, like most other npc's. I confidently speak for virtually every fighter in the game on this. I know it's been asked before, but I'm hoping it's changed this time. Thanks.

Eddard the orc

105: [Dec 24 1999] re: Pelidor repopping (Flandor)
What you should have said, Eddard, is that Pelidor is
the one _safe_ place to go. There are plenty of tougher
opponents to fight. You just don't want to admit you're
afraid of pitfiends, tyhr-kreen, seamonters and giants.
-Flandor

106: [Dec 24 1999] re: Pelidor repopping (Ramik)
I wasn't aware there was a constant locale in which to find the tyhr-kreen, giants, and pitfiends. Seamonsters, sure...just go sailing...but that involves water, which counts this hydrophobic arachnid WAY out.

---Ramik, who's far more scared of drowning than any NPC out there.

107: [Dec 25 1999] re: re: Pelidor repopping (Eddard)
*chuckle* I figure Flandor was being sarcastic, but just in case you weren't: Like Ramik, I don't know of places to find tyhr-kreen and giants(consistenly), seamonsters aren't really suitable for sparring, and neither are pit fiends(damn fangs!). There are a couple of other npc's out there, but Pelidor is really the best pummelling partner around.

Orcs Against Water

108: [Dec 25 1999] Places to find things (Desla)
There are fixed locations to find just about anything; I know of at least
one place to find opponents of your desired type which has not yet been
found...

Desla

109: [Dec 26 1999] Re: Pelidor repopping (Katkt)
Regardless of whether or not there are other places to practice,
I'd like to see Pelidor repop because I don't see anything special
about him that justifies him being different from virtually every
other NPC in that regard.
Once upon a time, he was supposed to be nigh invincible, so he didn't
repop. That's no longer the case. Some of the randomly generated NPCs
in town are now way tougher than him.
Once upon a time, Pelidors armor was very valuable and could be sold
for lots of money, so he didn't repop. But now, unlike when Peli came
into existence, the limiting factor on how much money you can make by
killing things and taking their stuff is not the value of the stuff
you can get, but the amount of money held by the shopkeepers.
Once Peli was connected with a quest. But no more.

So why not have him repop? He's a good sparring opponent for fighters.
He's nothing more, and he's nothing less. Maybe bring him back every
hour or so.

Eddard's point that non-fighters are fairly flexible in where they can
practice, while fighters are limited to where they can find an
appropriate opponent is an interesting discussion all on it's own,
separate from the issue of Pelidor specifically. It's certainly
largely accurate. But is it a problem, and what effect does it have?

I don't really have any specific ideas in that regard. I just
think it's an interesting observation...

Katkt

110: [Dec 26 1999] Weapons Improves (Goldthirst)
Am I the only one who has hit a serious drought of weapons improves?
All my other skills, even the ones higher than some of my weapons skills are
still advancing at a normal rate... but ever since I became a champion I have
been unable to get any weapons improves.

The player of Goldthirst.

111: [Dec 26 1999] re: Weapon Improves (Eddard)
Hah, I've been having that problem since long before you became a Champion ;)

And as for places to find things:
I enjoy exploring in DartMud, and I hope to some day find tyhr-kreens and giants, and many more oversized, overlimbed, underbrained monstrosities.
But I do not think that warriors should be made to sail/hike/spelunk to the far ends of the planet to practice combat. Katkt really said all that needed to be said: Pelidor repopping will not pose any threat to game balance, and if it came to a vote(not anonymous) I don't think there would be anyone against it except for those who have been killing the poor guy.

Sorry if I'm repeating myself. I think everything about this topic has been addressed, and again, I sincerely hope this small change is made.

Eddard the orc

GRUNT

112: [Dec 27 1999] on pelidor (Cerote)
While I sympathise with Ed, I think he's got the Pelidor thing wrong. I don't believe npc's are supposed to be rungs on a training ladder. They were put here to populate the town with interesting people. That they're used as rungs is secondary to their purpose. One could argue that if this is so, why do some repop while others don't? There's no logical answer, but there really doesn't need to be, as they aren't meant to be systematic. That they are so is a happy convenience, but the convenience shouldn't be taken as a right.
Cerote the grateful.

113: [Dec 27 1999] re: on pelidor (Flandor)
Well put, Cerote. Thanks.
And does it really make sense that _any_ NPCs
reappear after they die? Maybe you ought to have
to ress them if you want to practice on them
again.
-Flandor

114: [Dec 27 1999] Not to mention (Kythalus)
I would like to point out that there are other
things out there that can be used for practice...
specifically other players. There are plenty of fighters
out there who are more skilled than peli, and are
also on way too much. In the past, practicing
with other players was far more common, and was
helpful in promoting partying.

That said, I don't think it would be a terrible thing
if Peli showed up a bit more often.

Kythalus

115: [Apr 23 2000] Weaponry Anti-Nerf (Raven)
We're considering tweaking some of the weapons:
Longswords get lighter and faster, competitive with katanas.
Axes get faster, period.
Some weapons might change name, depending on size.

Any important suggestions, speak now, or...

116: [Apr 24 2000] Yess!!!! (Spiffy)
How about makign a Sickle so I can wield a hammer and Sickle?
;)
Spiffy

117: [Apr 24 2000] Hafted (Spiffy)
I understand how hafted is more likely to get wedged in your victims body
but it doesn't seem like it should for all weapons.. for example..
Scepters?
Maces? Mornign Stars?
seems like it would be more likely for spears and axes and whatnot.

Spiffy

118: [Apr 24 2000] how about (Serafin)
makin weapons made of different ores actually be different? is
this possible? i mean arent some ores heavier by nature and some
more prone to breakage and dulling, like pure gold is pretty maleable
i think while iron is heavy. and when i say weapons above i mean
weapons and armors and such. I like that something about combat is
getting a non-negative tweak.

s.f.t.s.o.t.a.p.

119: [May 12 2000] Pelidor Repopping (Ramik)
When Eddard brought this up before, I remained silent for a few reasons. We were in the middle of a war, so I had more important things to think about, the mud reset every 3 or so days anyhow, and I had hopes of solving the problem IC. under the current system, however, there's a very real need for Pelidor to start repopping.
I understand the argument that "NPCs don't exist for us to practice on." I disagree, but I understand it. Pelidor really ISN'T all that interesting apart from his practice value... sure, IC, he's not there for us to practice on, but OOC he sure as heck is.
There is an issue of fairness here that should be addressed here as well. As a high-skill fighter, Pelidor really is just about the only place we can practice. Sure, we can go running all over the map trying to find Thri-Khreen or somesuch, but what sort of complaints would we hear if a thief had to map the globe to get his hiding to Legendary, or a mage had to explore the underdark to get his SC to Adept?
I'm not asking for Pelidor to repop as often as Thrain or Kala...not even once an hour like Katkt suggested. I'd be happy with once every 5 hours...every 10 hours..or even once a day. As it stands, it took 5 DAYS after this last reboot for a creator to take pity on us poor fighters and bring Pelli back. That's rediculous, and there's no reason for it.

---Ramik

120: [May 12 2000] Re: Pelidor (Raven)
Can any player offer a reason why Pelidor
should not repop? Anybody against making
him repop?

121: [May 24 2000] New Combat Skill Proposal: Tactics (Ramik)
For quite a while, it's been pretty widely agreed upon that there's an unreasonable power imbalance between pure fighters and the other classes. Every now and then, someone disagrees with this premise (usually someone who's never actually played a fighter), but for most of us, it's pretty much a foregone conclusion and a fact of life. Fighters just aren't as cool as mages. They aren't as diverse, sure, but that's fine and only natural. What really bugs me is that mages (and ambushers, to a degree) are better than fighters at 'fighter stuff'. Thanks to LSA, GFB, BAI, LL, GA, Blur, etc…they're more able to kill, defend, explore, and protect than a standard warrior is. Right now there's nothing to set the fighter class apart from any other…no special capability or skill that makes them different.
The last time we spent a while discussing this, Merkle said something that made my blood boil and got me thinking. He said (I apologize for the approximation), "Of course fighters aren't as useful as mages. All they can do is break stuff." The madder I got and the more I thought about it, the more I realized he was exactly right. Right now, all fighters can do is break stuff. The thinking, strategic part of combat has been totally omitted…in fact, it's been given to all the other classes free of charge. Aside from the increase in the learning rate, a smart fighter is no better than a stupid one. A wolf is able to block in row 1 as well as a 13X agaawel fighter. 5 measly little hazozats are able to block in row 1 BETTER than a 13X agaawel fighter. I want to change that. Here's an idea as to how.

I propose the implementation of a new combat skill, "tactics." It has been suggested that two skills, "offensive" and "defensive" tactics would work better. I prefer one, but it's open for debate. Tactics would represent the shifting positions and constant maneuvering that takes place in melee combat. A skilled tactician would be able to position himself to his best advantage and use the terrain against his opponent. It also allows a warrior different degrees of "blocking" as part of a party or on his own.
The tactics skill would allow its practitioners a few new abilities, as well as expanding and enhancing some old ones.
1) In a party, the protection of second row party members would be based on the tactics skill. Better tacticians would be able to protect more people, and protect them against a greater number of opponents.
2) When fighting against a party, tactics would allow a fighter to attempt to bypass first row opponents, and directly engage the second row. The number of opponents in row 1 and each opponent's tactics skill would both affect the difficulty for this. Even on a successful bypass of row 1, the attacking fighter would be at a disadvantage to parry the row 1 opponents he circled past, as they would now effectively be "behind" him. 3) The more row 1 blockers there are, the less chance there would be of someone penetrating to row 2, even before tactics was taken into account. Tactics would merely enhance this defense or allow a single attacker more chance of slipping through. A single fighter with master tactics would be able to walk right through a wall of 5 falcons, but would run up against a problem when trying to do the same thing against 5 fighters with above average tactics.
4) Combatants' tactics skills would be checked to determine bonus or penalty to the "parting blow" when an opponent retreats a rank.
5) Row 1 fighters would gain the <guard> command (syntax: "guard <name>"), which would be used to physically interpose himself between a ranged attack (like thrown or GFB) and a row 2 party member. When this command was used, tactics would be tested vs the attacker's skill and, if successful, the guarding fighter would be automatically struck by any ranged attacks directed at his protected, even if that attack would normally have missed. Furthermore, any ranged attacks initiated by the guarded party member would stand a decent chance of striking the first row guardian (modified by tactics and the attack skill of the guarded).
6) Tactics skill would allow a fighter to back himself into a corner or position himself in a doorway so as to limit the number of opponents who might engage him at one time. Thus, a skilled Tactician might be able to kill a group of 15 ants four or five at a time, rather than all at once. There's been some comment that this ability is too close in function to split defense, which is understandable, so I'd like to clarify. Split defense governs how well you defend yourself against 2 or more folks, all of whom are swinging at once. This would actually limit how many attack you at one time. It's ridiculous, for example, for Ramik to not know to put his back to a corner to limit how many enemies can engage him at one time...yet time and again I have upwards of 10 ratmen pounding on my hide, all at once. At times like that, SD is useless. Tactics would not be.
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