Prepare to...

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Tyeslan
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Prepare to...

Post by Tyeslan » Sat Jul 20, 2013 5:59 am

Ever since the system has been implemented there are a few things that I have noticed that seem to have been overlooked, or glitched, mainly fleeing while you have good health, and then suddenly end up dead, or while you are being level drained, or heavily attacked.

In the past two days while training I have died even while trying to flee numerous amounts of times, and all because of one piece of code that stands in the way of me, and an exit:

You prepare to flee
A ton of attacks from the other enemies
Your health drops
argh you can't find the exit
you prepare to flee
more damage that you can't avoid
nearly dead
still no exit
try again
dead

Understandably, some things take a thought process, but fleeing when you don't have that much HP to begin with should be a mindless thing, fight, or flight. If I am going to die, I'm getting the hell out of dodge, and just running, there is not thought but saving my hide, or life. It's not a preparation, it's a natural instinct. Is there anyway to have flee returned to it's prior state, and you just do it?
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Kaaurk
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Re: Prepare to...

Post by Kaaurk » Sat Jul 20, 2013 6:01 am

I like this idea. The system as it is now also makes the whimpy useless by the time your HP hits what you set it too you're already dead while you prepare to flee.
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Larethiel
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Re: Prepare to...

Post by Larethiel » Sat Jul 20, 2013 6:03 am

I agree with anything written above.
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Casamir
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Re: Prepare to...

Post by Casamir » Sat Jul 20, 2013 6:07 am

If we're doing these sorts of revisions, let's add quickdraw and quicken to the list.
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Tyeslan
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Re: Prepare to...

Post by Tyeslan » Sat Jul 20, 2013 6:15 am

Casamir wrote:If we're doing these sorts of revisions, let's add quickdraw and quicken to the list.
This too. Everything that was quick is now hampered by prepare to do
Zorinar
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Re: Prepare to...

Post by Zorinar » Sat Jul 20, 2013 11:41 am

The delay is most likely due to the game waiting for your turn in the round. If the enemy has initiative over you, then they will get to take their action before you can take your action.

Instead, what I would suggest is getting rid of the "You cannot find the exit" check. Why can't you find the exit? You know exactly where the Exit is, you most likely just walked in the room through it. All of my characters, from low level to high level, fail so much at flee that it just doesnt make any sense.
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Tyeslan
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Re: Prepare to...

Post by Tyeslan » Sat Jul 20, 2013 12:00 pm

Zorinar wrote:The delay is most likely due to the game waiting for your turn in the round. If the enemy has initiative over you, then they will get to take their action before you can take your action.

Instead, what I would suggest is getting rid of the "You cannot find the exit" check. Why can't you find the exit? You know exactly where the Exit is, you most likely just walked in the room through it. All of my characters, from low level to high level, fail so much at flee that it just doesnt make any sense.
That is another thing with flee, too. I've never, ever in the time I have been here, had it work in a direction like it says it should. I think perhaps this would be the easiest suggestion, but it might still be hampered by your preparing to find any way out.
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Tamryn
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Re: Prepare to...

Post by Tamryn » Sat Jul 20, 2013 4:02 pm

Tyeslan wrote:That is another thing with flee, too. I've never, ever in the time I have been here, had it work in a direction like it says it should.
I believe this is currently broken (or disabled) as noted in the help file. I would really like it to be un-broken, because at the moment it's easy to wander into a room, find yourself outmatched, and have no escape because fleeing is just as likely to take you further into the area.

It doesn't make sense to me that you would (for example) walk into a couple of ogre guards, and run away past them further into the cave full of evil ogres. I mean who would ever do that?
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Re: Prepare to...

Post by Alinor » Sun Jul 21, 2013 5:31 pm

I definitely agree that flee <direction> would be really nice if it was working.
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Re: Prepare to...

Post by Rhangalas » Mon Jul 22, 2013 1:48 am

Agreed. The NPC's follow program should be delayed some as well. There have been many times where I will flee and then the NPC is instantly in the room engaging me again, leading to a loop of spamming flee and hoping for enough time to move again afterwards.

I've lost a ridiculous amount of EXP purely from trying to outdistance this insta-follow mechanic.
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Xotaes
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Re: Prepare to...

Post by Xotaes » Sun Apr 06, 2014 3:54 am

Bumping this suggestion back from the grave - Flee seems to have something wrong with it around special exits as well. The entrance to the Friendly Arm Inn, in particular, seems to be a newbie-trap, fleeing from that room in particular never seems to succeed if you've come in from the road.
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Re: Prepare to...

Post by Wenin » Sun Apr 06, 2014 1:37 pm

I've noticed this on a number of special entrances. Friendly Arms is an excellent example. Entering the area is a Path entrance, but leaving is a South exit. Once you enter, it is impossible to flee, because the game is unable to determine the opposite of "Path".

This is generally not a problem, because I've noticed most areas start with the first space being empty of mobs. If this can't be changed, then perhaps adding an extra room to those zones which don't have the same room is a possibility?
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Re: Prepare to...

Post by Harroghty » Sun Apr 13, 2014 5:31 pm

That bug with flee when entering from a somewhere (a ?) type exit is a known one which I have reported to Mask. Meanwhile, I used soft code to fix that problem at the Friendly Arms Inn.
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