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Flee - Murder


sarcon

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Remember those days when everyone would talk about a minotaur and their ability to flee, charge, repeat. People would talk about how much of a dirty tactic that was. I've been noticing since I've been back that there is a flee murder epidemic going on. Perhaps it's time to fix this so we can get back to actually fighting again instead of exploiting something that is only beneficial to melee's. Now yes yes yes, there are ways to stop this from happening and ra ra ra. However, if someone is smart and sets up an alias which I would assume anyone that does this tactic does, it's really tough to protect yourself from it. I've done this myself as a melee and every time I do it, I'm always amazed how it's still even possible. Perhaps we can look into coding it so it can't be exploited as much. I get the logic in getting so many hits because you surprise the target, however.. if we really think about it.. if your fighting someone and they suddenly run away, your still going to be on guard waiting for them to return.. ESPECIALLY if its within an hour or so.. so truly your not going to be caught that off guard. I think it's time we consider looking into this.  

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Flee murder is common general muds tactic. Not only in FL. I have no idea why it's so little used here.
This is a player skill based tactic, where you have to flee and know what exit you took so that you can return back to the room before they follow you and open on you.
It's mostly a vs communers tactic, as meeles can stop/counter it and mages get Firestorm, double zombie of doom round or in the case of Battlemages, can do the same to you if not better, with thunderclap, unless they are dirted.

One of my initials impressions on the mud was the existence of sanctuary and the lack of flee-murder of death. Hoo and skill lag being after the skill, and not before as step up time (Diku).

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