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AndrianaFri 19-May-06 10:33 AM
Member since 30th Mar 2006
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#13186, "“Breakable” lag on certain skills/spells/abilities"


          

Ok, so here is the deal.

As it is now, a number of skills and spells have illogical from RP standpoint and inconvenient from gameplay standpoint direct lag (disclaimer – no, it is not about the duration of lag, but about its nature). Here are several examples – plant growth, setsnares (ocrish version at least), circles of protection. Let’s discuss on examples.

<<<Plantgrowth>>>
As soon as you commune it successfully, the room turns into wilderness and you are lagged for something like 90 seconds unable to enter any command.

Why it is illogical from RP standpoint?
It takes some time for trees and herbs to grow, they cannot grow INSTANTLY.

Why it is inconvenient from gameplay standpoint?
As soon as you cast it, you can only stand like an idiot doing nothing for a good amount of time. If someone unexpected will come and attack you, you will die like this not able to enter a single command or escape.

How it should work? (sorry in advance for my non-native English, think of your own messages)

com ‘plant growth’

(Check if possible at all. If not – standard message and no lag, but wasted mana. Basically, same as it is now.)

(Check spell %. If lost concentration – standard message and minor standard lag on spell + half mana wasted. Basically, same as it is now.)

(If casted successfully, whole amount of needed mana is wasted)

You concentrate on the prayers to your deity attempting to stimulate the growth of trees, bushes and herbs in the area…

<Time equal to the current lag is needed to finish the prayer>
<If ANY command is entered when you are praying OR you are attacked you get>

Your concentration breaks and you fail to invoke plant life in the area.
<You are ready to roll>

(Necessary time has passed)

As you finish your prayers, you’ve noticed new trees, herbs, and bushes surrounding you.
<Only NOW the room has been turned into wilderness. Success.>

One more example.

<<<Setsnares>>>

Same reasons, see previous example

setsnares
(Insert checks, see previous example. If succesful)

You start preparation of the deadly snare...

<Time equal to the current lag is needed to finish preparation>
<If ANY command is entered when you are preparing OR you are attacked you get>

You stop your preparations.
<You are ready to roll>

(Necessary time has passed)

You’ve prepared a dangerous snare for bypassers (or whatever current message is)
<Only NOW there is a snare in the room, success>

And so on and so force. I am sure you can think of more examples yourself. Like conjie circles (why can’t you stop drawing them when started, or how in hell you finish them in the room where you group leader has moved while you STARTED in another room?) etc.

So, what do you think of it?
Of course, from PK balance standpoint there are cons and pros for these classes in this change, but I think proposed way is much more logical.

  

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Topic“Breakable” lag on certain skills/spells/abilities [View all] , Andriana, Fri 19-May-06 10:33 AM
Reply Addendum, Andriana, 19-May-06 09:41 AM, #4
Reply RE: Addendum, nepenthe, 19-May-06 10:32 AM, #3
Reply RE: 'Breakable' lag, Valguarnera, 19-May-06 10:29 AM, #2
Reply Addendum re: reaping what you sow., Valguarnera, 19-May-06 10:36 AM, #5
Reply This makes some sense from a realism stand point but..., Mylinos, 19-May-06 10:06 AM, #1
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