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"R" Key Function

8
First off, I just want to say that the overall combat is a lot better and I am enjoying it on a daily basis.

Ok down to the real issue!

Issue:
I am a melee fighter, I can use a bow but I choose to use melee weapons. There have been plenty of times when I have snuck up on archers or engage melee fighters in a fight only for them to use the "R" key to run away or then shoot then "R" key and run away. There is no penalty for this, it makes fighting cheesy and not realistic! Most of the players I encounter use this function. I am not asking for the player to stand there and fight to the death but a critical decision with consequences needs to be made on that players part when to disengage from a fight.
Also hitting the "R" key and going out of combat and then right back into combat voids out using the Combat Sprint.
I recommend two ideas:
1. Slow down the animation when you go out of combat
2. Add a going out of combat timer, for example: like when you equip an item it takes about 3 seconds to put that item on
“Flee Ability” is there, but I only use that for long distance traveling and I know other players who take it off their action bar.
If this is not fixed, at the end of the day, you will have a bunch of players on a battlefield going in and out of combat, archers will reign supreme on the battlefield and no one will be able to use the core fighting mechanics of the game.
I know there are other important issues to think about but I just want balance combat for all players.
Thank you for your time and consideration
Comments (5)
  • Accepted Answer

    Saturday, February 20 2016, 06:27 AM - #Permalink
    1
    This is actually currently my biggest problem with combat. More so then clunkiness, wonky parrying and blocking, and weapon imbalance. I personally don't do this hit and run tactic anymore because I realized how cheap it is. If you time it right, you can swing, unequip, and have your ghost swing hit while you are out of combat and running.

    I think one solution would be, like you said, is slowing down unequipping (and maybe the re-equip speed), as well as tweaking "coward" so it only effects people out of combat/ fleeing, while forcing those who are in combat or who go into combat mode to stay so for the duration of the effect. Also, coward should make those fleeing not only twitch but also fall down in order to encourage actually standing and fighting.
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  • Accepted Answer

    Saturday, February 20 2016, 09:22 PM - #Permalink
    0
    I agreed whole hearted with you akershner.
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  • Accepted Answer

    Sunday, February 21 2016, 02:51 PM - #Permalink
    1
    CaptainAmerica wrote:
    1. Slow down the animation when you go out of combat
    I agree with it.
    But using "Flee" ability does not allow to open/close doors, for example to hide inside house.

    Possible solution to discourage hit'n'run is to disable switching from war stance to peaceful mode until you have full soft stamina.
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  • Accepted Answer

    Monday, February 22 2016, 07:42 AM - #Permalink
    0
    sleep wrote:

    Possible solution to discourage hit'n'run is to disable switching from war stance to peaceful mode until you have full soft stamina.


    That's actually a very simple solution that might solve most if not all problems associated with the hit and run play style. In combination with a slowed disarm speed that would encourage people to actually fight as the game intended them too.
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  • Accepted Answer

    Monday, March 07 2016, 12:10 AM - #Permalink
    0
    I like that solution!:) :D
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