Here we go again, I think alot more people are fired up about this one now. Lets look at a sample from the pk logs.
You can't yell.
Slinore's charge attack MASSACRES you! Slinore has some big nasty wounds and scratches.
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fle
Ouch's fury LACERATES you!
Slinore's cleave maims you!
You sure are BLEEDING!
Slinore's cleave MUTILATES you!
You sure are BLEEDING!
Slinore's bladed onslaught maims you!
You sure are BLEEDING!
You parry Slinore's attack.
You are burned by the corrosive acid on A Sharp Sword.
Slinore's acidic bite scratches you.
You sure are BLEEDING!
Slinore dodges your attack.
The pimp cane sputters and goes out.
Slinore has some big nasty wounds and scratches.
Slinore's cleave MUTILATES you!
You sure are BLEEDING!
You parry Slinore's attack.
Slinore's cleave maims you!
You sure are BLEEDING!
Slinore blocks your attack and attempts to strike at the brief opening.
Slinore's riposte wounds you.
You sure are BLEEDING!
Slinore blocks your attack and attempts to strike at the brief opening.
Slinore's riposte wounds you.
You sure are BLEEDING!
The pimp cane sputters and goes out.
Slinore has some big nasty wounds and scratches.
...340hp damage from the charge + 2 rounds. Cuz I was drained I guess?
No way! You are still fighting!
Slinore has some big nasty wounds and scratches.
No way! You are still fighting!
Slinore has some big nasty wounds and scratches.
No way! You are still fighting!
Slinore has some big nasty wounds and scratches.
You flee from combat!
You lost 10 exp.
In a thinning forest
[Exits: north east south west]
n
n
Slinore flies in.
You can't yell.
Slinore's charge attack DISMEMBERS you! You sure are BLEEDING!
Slinore has some big nasty wounds and scratches.
we have a sample of a character fleeing, and immediatly putting in DIR commands yet they get charged before they can move. Charge LOCK. complete and simple. In this log we see an opening charge, the victim trying to flee IMMEDIATLY, so the flee will go through once the charge lag drops. Once he can move his flee command goes through, but the minotaur can move quicker than the victim hitting a second charge effectivly locking the victim down.
Now I know there is "speculation" that a chase trigger is in use here, however I am not going to suggest an idea or call for a witch hunt based on speculation. What I want is a balancing fix to what I feel is an obvious combat bug.
Minotaur charge should apply the SAME charge timer as crusaders, paladins, blademasters...etc etc. The benefit of course, the bonus for minotaurs, would be the axe bonus (the throwing in the air and slashing) as well as the ability to charge with ANY weapon wielded in the main hand. This in and of itself is a huge benefit, even if you removed the ability to lag by charging over and over and over despite protective shield, and balance skills being in effect and/or mastered.
If you think its to unfair to minotaurs (a giant race without the mental vuln..) then I would suggest adding some additional effect to the charge. Gore for example, would be a reasonable idea. Have a succesful charge also have a chance to gore your opponent causing bleeding for a few tics.
This lag-lock insanity though, has got to go...Every few months we get a minotaur that charge-locks half the pbase as their only real tactic, Randar being the last I recall before the current.