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Wimpy


f0xx

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I do understand where Foxx is coming from regarding a game mechanic saving people's lives in what should be a tactical situation dependent upon player actions... it is incredibly annoying to me when people survive my attacks purely because of wimpy occurring when they shouldn't possibly have been able to flee on their own yet. 12 pulses or not, Zhok, I've never seen someone's manually imputed flee go through between my first and second attacks - wimpy will do this regularly, and this will often save your life either by prevention of that last kill hit or just by keeping you moving and making it harder to rack up damage over the long haul. EDIT: Yes, it screws people at times too, and I've taken advantage of it myself, but I still don't like it - it's like me recognizing that someone's using a trigger and using that against them.

If the intended purpose is to help against mobs... how about just making it so that it only works when fighting mobs, and more specifically, when ONLY fighting mobs so that pet-users and opportunists aren't screwed? After all, if you're not paying enough attention to see me coming with my dispel magic when you're fighting a bashing mob, you deserve death.

If the intended purpose is to help people in PK... then I have to side with Foxx here. I do not like it. Keeping it <30, or maybe <40, would be a good compromise to getting rid of it.

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I object to the game being made harder because we (the pbase) want 'easier' PK'ing.

How would that make the game any harder? It is already hard enough to kill people, especially such with godly suits.

It is stupid having an ingame mechanism watching for your well being...

Please note the fact that this won't affect newbies much - they will still be dying to the vets. What it WILL affect though, is that it won't make up for that spammed command by the vet with uber suit, and instead the game saving him, he will pay the cost for that bad timing. Yes, your life will depend on your own skill, not on some game mechanism.

After a murder from the attacker, the victim won't be fleeing as soon as the first successful lands, but will suck the whole round of attacks. Is that the change that will make the game HARDER? It will only affect those who are already abusing the wimpy command.

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Heh.

I don't see wimpy being removed because it is newbie friendly. The benefit newbies gain from it is greater in value than the cost that vets incur.

There have been suggestions on how to keep it so newbies can still use it.

Make it mob only. Make it useable up to level 49. Make it useable for the moderate tier. Hell, make it useable by everyone and remove it only for those who are (obviously) not newbs and are constantly "using" it.

You honestly think that a newbie is going to learn more from an automated system which flees every time you go bellow certain % of a HP?

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I've played mud for a long, long time. Wimpy has always been an aspect. I have never even considered that it needed to be changed. I have lost a lot of PKs because of it and still I endorse it. It does not need to go away because you or I cannot close the deal a few times. You all nit pick this game with peddly bs while real issues need addressing.

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"I don't see wimpy being removed " Zhokril

Cheers!!!

Take that F0xx.

Every mud has Wimpy because not everyone has a leet connection.

I use it all the time to remember me when i am low on 100 Hp's. Do I flee when I am winning, I do. But I die less.

It also allows you to save your AFK group mates from merciless 50's that attack ranking groups.

I suggest that you start using Charge or big weapons like HellStream to prevent this. 6 pulse Flame Arrow decimate may look fine, but a Hellstream === will burn them right to a corpse.

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You honestly think that a newbie is going to learn more from an automated system which flees every time you go bellow certain % of a HP?

Yes. It shows the newbie that once their HP nears this level, they needs to take more care, more likely they need to flee, reprepare, and re-engage.

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ive really never used wimpy so i dont see the big deal. the times i have used it however its cost me some kills (such as lagging an invoker with fire shield with a charging minotaur and fireshield hitting me and me fleeing and them recalling).

but i have fought blms with wimpy-itis.. and with vigil/counter/twin counter mastered its ridiculous. maybe restrict it on blms who can counter allll the time?

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but i have fought blms with wimpy-itis.. and with vigil/counter/twin counter mastered its ridiculous. maybe restrict it on blms who can counter allll the time?

This I like - I freely admit that people using wimpy bugs me far more on blademasters than on anyone else.

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Taking away or reducing wimpy from them won't matter. Because they'll still be able to simply 'flee'

Yes, but they won't flee automatically the first time one of your attacks does any damage - very often they'll fail the flee attempted immediately after the counter, and at least a round or two of combat will happen before a manually inputted flee succeeds. However, wimpy will usually stop those combat rounds from being of any use beyond one attack. Rather than getting multiple hits in a round from dual wielding or second/third/fourth attack, you'll often just get your very first attack in and poof, they've fled again.

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I'm really not a firm believer either way. I've lost kills to clerics/shamans who set there wimpy up at 50% but I've also had a few kills thanks to wimpy, since there typing in there next command, then *POOF*, they are not fighting me anymore, and I'm riding in for a mounted charge. :D But, just for the sake of jumping in and voicing an opinion, would it be possible/do any good to maybe make the lag from wimpy flee just a smidget longer than a normal, commanded flee? As of right now, to my knowledge, the lag from wimpy flee is miniscule/non-existant. That way, the newer players who's lives are saved from wimpy still have the benefits from it, since 95% of the mobs out there don't chase too fast. On the flip side, it can be used less and less as a 'get out of jail free' card, as it were, in heated pk situations?

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F0xx is just sour, cause he has to work for his kills.

This reminds me of people who expect you to stay engaged just so that they can down your HP.

The moment you start to Flee heal and re-engage for opening damage round they start to complain.

"If you are going to be doing that, I'm not fighting."

This are the people who expect you to roll over, remove your gear and die so that they can get the kill.

The moment you start to grind consumables, you better turn quiet mode on, cause they start to insult you to kindergarden level, not understanding what you are doing...

By the way F0xx, only the first line is for you. If you got mad, to bad. :P

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F0xx is just sour, cause he has to work for his kills.

By the way F0xx, only the first line is for you. If you got mad, to bad. :P

I've killed the people who have used the tactic, it just took more time than they deserved. I am just annoyed how THE GAME (and not their skill) saves their lives.

The only "real" reason I've seen so far is that wimpy is newbie friendly. All of you people who are saying "deal with it" are those who are abusing it.

*shrug*

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I agree with foxx.

I never even knew the benefits of wimpy until reading this thread. You should not, in my opinion, be able to avoid attacks because a certain command allows you to flee mid round for less lag than flee itself.

The only downsides being mentioned to using wimpy here are easily remedied by an experienced play. A few aliases or macros and wimpy will never work against you. LA is right that it does prevent you from retaliating, but that is not a downfall since it can be turned off as soon as you want to start hitting back.

I could also see an invoker really abusing wimpy, offensively, now that I think about it more.

I like the addition of more lag to wimpy idea, that makes it less of a viable pk tactic without getting rid of it.

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