LaRaj
02-15-2017, 12:22 AM
Despite many changes to the time between engaging/disengaging during combat there always seems to be room for improvement. Furthermore depending on where you are at getting in a out of combat can be even more difficult (Certain locations seem better or worse than other). I feel that maybe a new look at how a person enters and exits combat should be considered. I like that there is a difference between in combat regen and out of combat regen, I like that you are locked into selected skill while in combat (unless you happen to forget you have an instrument equipped), I like that there are effects like poison and fire that effect you even while out of combat. The real issue seems to be inconsistent timing.
I feel that it might be helpful for a player to be able to self engage/disengage when not actively being attacked. There have been many many many times I have been stuck in a combat stance although I have not been attacked and nothing seems to be near me for quite a while. While I am waiting to try to refresh my power and health -BAM- something will respawn and then I am in trouble because I haven't been able to regenerate appropriately. If I were about to turn of combat manually when NOT being attacked I could have more control of my environment. Another consideration could be an automatic engagement when attacked with an option to manually engage or disengage. If I was prepared to attack something I could already be engaged and ready to attack, if I was NOT engaged and forced into combat that something like a monster surprise attack bonus might apply. In either of these scenarios I would/could disengage to regenerate after the battle and while not being attacked.
One reason that currently might not work with a manual engage/disengage combat key would be due to poison/fire effects. I like these effects as I think its an interesting layer and consequence to battle. One change that could be implemented to work with a manual engage/disengage would changing an effect to prevent or reduce the effected stat from regenerating while the effect is active. If I am on fire (which seems like it should only be effecting my health) I should lose health and prevent it from regenerating, but still be able to regenerate my power and armor while disengaged and not being attacked. Mitigation could be taking into consideration for the overall negative effects of the poison/fire effect as well. If I was being burned by acid my armor and maybe health could be reduced while still being able to regen power when out of combat, if I had fatigue my power might not regenerate, but I would be able to regen my health and armor.
Another issue I have notice with regeneration involves group hunting. One or two people are low on power but because someone in your group with full power runs ahead and is engaging in battle the people with low power are unable to regenerate. Being able to manually engage/disengage when the individual player is not being attacks allows for a lot more freedom within a group. An individual could sit out of a battle if needed to regen unless directly attacked. I also feel, if I am not mistaken, if someone is on fire everyone else will also be stuck in battle unable to regenerate. If this is in fact the case how does my fellow burning to death prevent me from regaining power/health/armor. If there is concern that a non-active participant would try to leech xp it should not be a problem as long as an attacker at least gets a hit in as it is now. If the person trying to regen would engage in battle and is being attacked or directly around a engaging beast then it would be at the player regenerating discretion.
I like the combat system with the exception of being uncertainty of being forced to wait to regenerate for an unknown amount of time due to an unknown cause. There has been many times I have been killed or seriously unprepared due to ineffective regeneration. Thank you.
-LaRaj
I feel that it might be helpful for a player to be able to self engage/disengage when not actively being attacked. There have been many many many times I have been stuck in a combat stance although I have not been attacked and nothing seems to be near me for quite a while. While I am waiting to try to refresh my power and health -BAM- something will respawn and then I am in trouble because I haven't been able to regenerate appropriately. If I were about to turn of combat manually when NOT being attacked I could have more control of my environment. Another consideration could be an automatic engagement when attacked with an option to manually engage or disengage. If I was prepared to attack something I could already be engaged and ready to attack, if I was NOT engaged and forced into combat that something like a monster surprise attack bonus might apply. In either of these scenarios I would/could disengage to regenerate after the battle and while not being attacked.
One reason that currently might not work with a manual engage/disengage combat key would be due to poison/fire effects. I like these effects as I think its an interesting layer and consequence to battle. One change that could be implemented to work with a manual engage/disengage would changing an effect to prevent or reduce the effected stat from regenerating while the effect is active. If I am on fire (which seems like it should only be effecting my health) I should lose health and prevent it from regenerating, but still be able to regenerate my power and armor while disengaged and not being attacked. Mitigation could be taking into consideration for the overall negative effects of the poison/fire effect as well. If I was being burned by acid my armor and maybe health could be reduced while still being able to regen power when out of combat, if I had fatigue my power might not regenerate, but I would be able to regen my health and armor.
Another issue I have notice with regeneration involves group hunting. One or two people are low on power but because someone in your group with full power runs ahead and is engaging in battle the people with low power are unable to regenerate. Being able to manually engage/disengage when the individual player is not being attacks allows for a lot more freedom within a group. An individual could sit out of a battle if needed to regen unless directly attacked. I also feel, if I am not mistaken, if someone is on fire everyone else will also be stuck in battle unable to regenerate. If this is in fact the case how does my fellow burning to death prevent me from regaining power/health/armor. If there is concern that a non-active participant would try to leech xp it should not be a problem as long as an attacker at least gets a hit in as it is now. If the person trying to regen would engage in battle and is being attacked or directly around a engaging beast then it would be at the player regenerating discretion.
I like the combat system with the exception of being uncertainty of being forced to wait to regenerate for an unknown amount of time due to an unknown cause. There has been many times I have been killed or seriously unprepared due to ineffective regeneration. Thank you.
-LaRaj