a change to violence
Abandoned Realms
Posts: 398
11/29/2021, 12:57:15 AM
You should already (or will, now) know that rounds occur every 3 seconds.
This is handled by an update, similar to ticks. I have refactored the
update for better performace. While i was in there i noticed and fixed a
couple bugs, and probably introduced some new ones.
new behavior to look for
- periodic heals now go first, before damage, and can actually stack properly
- whoever goes first with attacks is no longer who was on longest. you will both roll for it, plus a dex bonus (pvp only)
- everybody gets a chance to rub out dirt before berserkers get to autoslap people
This is handled by an update, similar to ticks. I have refactored the
update for better performace. While i was in there i noticed and fixed a
couple bugs, and probably introduced some new ones.
new behavior to look for
- periodic heals now go first, before damage, and can actually stack properly
- whoever goes first with attacks is no longer who was on longest. you will both roll for it, plus a dex bonus (pvp only)
- everybody gets a chance to rub out dirt before berserkers get to autoslap people
Davairus
Posts: 10674
11/29/2021, 6:09:53 AM
Just an FYI this work has taken me literally 3 weeks.
Regarding point 2. That is a concept called initiative. i.e. in which order players take their turns. I'm interested in seeing if later on I can cause a flee to reduce initiative rolls, and then we can see if flee/murder turns out to be a less optimal choice because you end up in second place. And also we can give thieves a higher initative role. Feel free to submit other ideas. I wanted to build on this especially because of flee/murder though. We see the impact of players being first to murder in a spam of flee/murder (i.e. repeatedly) in almost all logs. I would like to cushion that a little bit for the pre-meditated flee/murder case, and I would like initative to be the vehicle by which it happens. Thanks.
Regarding point 2. That is a concept called initiative. i.e. in which order players take their turns. I'm interested in seeing if later on I can cause a flee to reduce initiative rolls, and then we can see if flee/murder turns out to be a less optimal choice because you end up in second place. And also we can give thieves a higher initative role. Feel free to submit other ideas. I wanted to build on this especially because of flee/murder though. We see the impact of players being first to murder in a spam of flee/murder (i.e. repeatedly) in almost all logs. I would like to cushion that a little bit for the pre-meditated flee/murder case, and I would like initative to be the vehicle by which it happens. Thanks.
Xerties
Posts: 484
11/29/2021, 4:42:31 PM
I like this. It makes sense that higher dex would hit first. I also agree that fleeing should be a detriment to initiative, since you're ostensibly trying to run away.