killmode/combatmode noheal

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Lerytha
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killmode/combatmode noheal

Post by Lerytha » Sat Aug 12, 2006 7:00 pm

Just a thought for PK situations. Typing in "killmode noheal" or (more usefully) "combatmode noheal" would enable the PK to be more realistic. No more beating someone to a pulp and having them, in 30 mins RL time, but technically only a little while in the RP, able to attack again.

Would make priests more useful in PK situations. Would enable wizards to use killmode spar and fly (to make for realistic tactical situation) whilst RPing their spells and making the RP worthwhile for the lowly ground-bound fighters. i.e, for a wizard to make use of their spells whilst in killmode spar and fly mode, they would have to spam cast. If they RP casting, the fighter heals, and often they are left without magic spells.

If both parties could agree to a "killmode noheal", it would make PK fights more realistic.

*shrugs*

Just a thought.
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Post by Lathander » Sun Aug 13, 2006 3:12 am

How would this benefit those classes that can heal during combat?
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Post by Argentia » Sun Aug 13, 2006 3:23 am

I think maybe she meant natural healing, as opposed to prayers/skills healing? If so, I think it's a good idea. I think the picture she's trying to paint is the common one where two people are engaged in a PKill on killmode spar, but the smotes and rounds take so long that the fighters naturally heal much of the damage that was dealt, making the fight very long and a little unfair/unrealistic/unwhatever. =P
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Post by Telk » Sun Aug 13, 2006 5:02 am

I think this would be a great addition for the killmode spar fights. In the round for round spars I've been in the healing makes it a lot longer than it normally would, I don't see how the natural healing is necessarily unfair, because both parties heal at the same times but it does make it last a long time.
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Post by Amalia » Sun Aug 13, 2006 5:39 am

I think this is a marvellous idea. Yes, both parties do heal at the same rate, but as Lerytha says, that still puts spellcasters at a disadvantage because, especially since the change in the magic system, spells do NOT come back at the same rate as health-- so a fighter doesn't lose his ability to beat up a mage, but a mage over the course of the combat becomes less and less able to injure the fighter. Being able to just attack or cast magic missile once and then use smotes for a while without everyone's wounds inconveniently disappearing would be awesome.

As for the benefit to healers-- it suddenly becomes a lot more important to have one around when you know you can't get out of a tight spot by just fudging a little extra lag between each of your smotes.
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Post by Lerytha » Sun Aug 13, 2006 10:12 am

Yeah, sorry. I used wizards as one example. But I have been on one of my fighter characters during a spar, and whilst smoting it out, we both heal before we get anywhere. Most of the time we end up saying, "Oh, just smote the beginning and then we can use stunmode." But then, I tend not to like stunmode, and this way everyone can use killmode spar without everyone healing up unrealistically.

It wouldn't apply for adventures.

It wouldn't even HAVE to apply for PK - you could discuss it briefly, like we now discuss, "Spar or stun?"

The advantages are not that great, but it does allow for more realistic PK. And because it is a switch onable offable affect, it isn't permanent and so doesn't have long-lasting implications for the MUD.
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Post by Lerytha » Sun Aug 13, 2006 4:06 pm

(Oh, and yes, I did mean the heal-by-tick process, rather than priest-healers)
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Post by Lerytha » Sat May 19, 2007 3:02 pm

I just wanted to bump this, to see if it might capture any imagination. I really think it might help in PK a lot. This way, you get the realism of the spar PK, and the general RP-heavy stuff, without the unrealistic healing times. What do people think nowadays? How hard would this be to code?
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Post by Japcil » Sat May 19, 2007 6:40 pm

In my whole existence here I have been involved with one pk, a drow one. I think this would be a great addition. I know I have healed during other situations as well that I wish I wouldn't have. I can't comment on how involved it would be to code it.
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Post by Selveem » Sat May 19, 2007 8:42 pm

I personally think it sounds great. As a Fighter of Tempus is my primary character, I often 'test' new initiates and the like to duels mostly smoting everything out. And, when you're like level 10 having a hard time anyhow hitting a level 50, it's rather disheartening to see those four hits healed up so quickly. I think this would be very great for duels. For PVP, probably not so much as people who generally are going for the kill will mostly be killmode stun then smote out the killing blow - I know I do in what very rare occasions I have been involved in it.
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Post by Tortus » Sun May 20, 2007 2:47 pm

I think it could be useful for pk situations as well as spars.
As I generally tend to avoid killing other characters, I prefer to use killmode spar or nofight rather than stun or kill even if I'm in an ICly hostile pk fight.
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Post by Raona » Sun May 20, 2007 8:27 pm

I think this would be a great idea too. Perhaps it could be simply tied to setting combatmode to nofight? Are there any situations in which one would want that combatmode set, but would also want their time-based healing to be operative?

I've also gotten hungry and thirsty during long RPs, PK or not - perhaps the same code could prevent one from becoming thirsty/hungry provided one does not move, and is sending SMOTES every so often?
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