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Locked Wimpy

If your opponent is wimping out from the arrow shot then remove the arrows

My apologies UC, but if I remove my arrows, he will flee from the first landed attack, which means that the only thing I will achieve if I follow your advise, will be to lower my overall damage, which is something I don't want as a warrior.

 

You could always lag them to prevent it entirely, wait till prot shield or flight drops and it game over.

Eureka! How didn't I ever think of this one myself? Thanks man.

Sarcasm ain't neva helped no one. But UC - the opportunity for capitalizing on a prot shield fall is SO rare vs. a vet. And I really like the wimpy perk idea.

Wimpy has been slightly changed already.

 

You will no longer wimpy flee if you are already lagged - no mid-round flees right after a bash.

 

You will no longer wimpy flee if you don't have enough moves. You can still manually type flee (with associated lag) but you won't wimpy flee 20+ times and get free sleep/rounds to get away/wait out dirt/quaff a recall.

 

You will still wimpy flee if you're NOT lagged. If that means you just want to sit there and let someone open on you and wimpy flee away - so be it. You can do that. That stays the same.

 

No other changes will be made.

I understand the frustrations with the wimpy flee.. but as I am still a bit of a noob I will say that wimpy is an awesome thing for new players.. being rolled by vets is no fun. Expecially when it happens regularly.. and it does.. maybe make it to where there is a limit of how high you can set it but I wouldnt take it away....

Never mind lol just my 2c now thanks morl lol

@Morle:

 

  1. Do you think it is fair that your target flees from the first strike of magic missile/steel storm/maelstrom and other spells/skills that are composed of multiple weak strikes? If yes, why?

 

  1. Do you think it is fair that your target has an automatic coded mechanism that allows it to flee from the first attack of possible 8 (more if you are a ranger)? If yes, why?

 

I could understand if there is some difficulty to change how the code of wimpy works, but it's hard to accept that a person like you, who is usually a very sensible and logical, especially when it comes to game design, is fine with the way wimpy currently works.

I don't have a problem with people auto whipying at like 200 hp. Its when you want to flee at 50% of Hp which is normally like 500 for most pinns these days.

 

Just set a maximum wimpy setting at like 250 hp instead of a %% of your hp.

@Morle:

  1. Do you think it is fair that your target flees from the first strike of magic missile/steel storm/maelstrom and other spells/skills that are composed of multiple weak strikes? If yes, why? It's absolutely fair. The concept of wimpy was created for being able to flee when attacked at a certain hp percentage. If this means fleeing in the middle of a spell like magic missile (which by the way is almost a one of a kind spell) then so be it.

  2. Do you think it is fair that your target has an automatic coded mechanism that allows it to flee from the first attack of possible 8 (more if you are a ranger)? If yes, why? Everyone has this capability. If you don't want them to be able to flee, lag them. If you can't lag them, out run them. Tactics tactics tactics.

I could understand if there is some difficulty to change how the code of wimpy works, but it's hard to accept that a person like you, who is usually a very sensible and logical, especially when it comes to game design, is fine with the way wimpy currently works.

Lastly. I've heard the pleas for change of wimpy. Your first gripe was that they can flee while lagged - and I fixed it. Now you're upset that wimpy is working by the design it should.

The way I see it (sorry for the earlier lag them dig f0xx) but mages dont have much hp as it is, whats the average 800-900?

Wimpys max is less then half hp so it doesnt kick in until 350-400ish.

I consistently take an average of 200 damage per round on my mages and have taken up to 400 damage, I dont even know if

wimpy is working for me because im already too busy spamming flee as it is

Wimpy flees kick in as last ditch efforts for survival where if someone is wimping out they are already dead, the corpse

just hasnt been made.

UC

You know, I've actually taken 500+ damage in a single round as a melee vs invoker. Through sanc.

So your point is?

You know, I've actually taken 500+ damage in a single round as a melee vs invoker. Through sanc.

So your point is?

 

The point with that is go get some more saves and dont fight invokers with ogres.

 

Next point is that soo many people think and want everyone (especially mages) to just stand there and die,

omg the horror, he wimpied out, I might have to walk 1 room and type murder again. ( im winning

and he wont let me kill him, whaaah )

 

Back in the day it was normal to chase someone until they were completely out of moves, when someone wimped

out on the first hit or spell I would just keep chasing because that was the only way I was gonna get the kill.

 

UC

Wimpy a perk +1

Wimpy through lag as Savant power +1 

I think wimpy as a perk or wimpy with a lowered cap % to 30 down from 50 are good ideas.

I think any change to wimpy is simply unneeded. This game has functioned with Wimpy functioning the same way for 15 years, it is not something that can be abused, because there is a chance that it will trigger. Does it have the potential to save someone, yes. Assuming they end up getting away from the person "chasing" them. Is it a guarantee, no. Have we all been saved by it, absolutely. It can be annoying to have your opponent flee mid round, but fleeing mid round makes logical sense. If I am involved in combat with someone and they hit me a couple times and I am hurt, why would I stay there to continue to duke it out? I am running for the hills as quickly as I can, and that is what Wimpy facilitates. Harden up princesses, this game does not have freebies, you gotta work for those kills.

I think any change to wimpy is simply unneeded. This game has functioned with Wimpy functioning the same way for 15 years, it is not something that can be abused, because there is a chance that it will trigger. Does it have the potential to save someone, yes. Assuming they end up getting away from the person "chasing" them. Is it a guarantee, no. Have we all been saved by it, absolutely. It can be annoying to have your opponent flee mid round, but fleeing mid round makes logical sense. If I am involved in combat with someone and they hit me a couple times and I am hurt, why would I stay there to continue to duke it out? I am running for the hills as quickly as I can, and that is what Wimpy facilitates. Harden up princesses, this game does not have freebies, you gotta work for those kills.

 

 

  1. Just because it hasn't been changed doesn't mean it doesn't need to be.

 

  1. Its not a "chance". Its almost guaranteed.

 

  1. Why would you stay in combat and duke it out? Good point.. there is a command called "flee" that.. -gasp- makes you flee.

 

  1. Life is not guaranteed in FL. Harden up princesses, the game should not have an automated "flee-bie" function. You have to work to stay alive.

 

 

I think its funny that we basically have a TRIGGER to flee when you're attacked. Can we get one for attacking someone? I mean.. if you can flee a hundred times with minimal lag.. shouldn't I get the chance to murder you a hundred times with minimal lag?

Harden up princesses, this game does not have freebies, you gotta work for those kills.

 

 

Lower threshold % cap or capped at (level x 4) hp, not percentage?

 

or

 

Perk? We could add 'crybaby' strikes to it as well...kind of like many small hits and grazes and then auto-flee.

 

or

 

Cooldown? Once a tick wimpy.

 

or

 

Cowardice affect? On wimpy flee, panic-like prof loss and no sleep for the rest of the tick. You use it to escape, not to hit-and-run.

 

or

 

Dangerous flee? Wimpy flee is uncontrolled panic (opposed to the more composed inputted flee), so there is a chance you fall flat on your face and get lagged before escaping. This helps to balance out the no-lag (in combat) of wimpy.

 

or

 

Move drain? It is exhausting running in a blind panic. Some massive move loss and/or move regen per wimpy. Makes it much less attractive to repeat.

 

or

 

Class only? Rename and give it to rogues (ninja, thief, bard) as a proper skill with a prof. Toggleable. It allows a rogue to disengage (that is -interrupt- damage) when low on health, but only rarely and randomly. Can break any lag effect. On single damage that hits over 12.5%(scales at prof*1.25%) of current health has chance to graze and auto-flee for the rogue. Probability scales with damage as a percent of current health. Roughly as often as an ogre roar.

Edited

Harden up princesses, this game does not have freebies.

That made me giggle, considering it is said by someone who defends wimpy

Now that this thread has descended into snippy comments and sarcastic memes, I think it's time to bring it to an end.

 

Each side of the wimpy argument has made their opinions known, and they have been considered. The decision has been made that wimpy, in its current form, is functioning as it should and will not be totally removed from the game.

 

That being said, we are not shutting down all discussion about wimpy. If you want to bring proposals to our attention (such as introducing it as a perk, or any ideas other than "remove wimpy entirely"), please bring them to the Prayer Forum.

 

-G