This topic has 4 replies, 4 voices, and was last updated 3 years, 1 month ago by serialize.
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    • Andvari Participant
      December 31, 2017 at 10:23 am #30643

      I’m as guilty of using this tactic as anyone else, but as LOTJers have become more and more tactically sound where PVP is concerned, the prevalence of gouge/bash juggling has increased greatly.

      There is one and only one solution to this problem, and it’s the one that SMAUG codebases had to add for the same problem. When engaged in PVP on SMAUG codebase muds, gouge and bash are only effective (meaning they only actually hit) if you’re the individual tanking the target.

      As an example, we have Sith1 fighting against Jedi1 and Jedi2.

      Sith 1 is standing here fighting Jedi 1.
      Jedi 1 is standing here fighting SIth 1.
      Jedi 2 is standing here fighting Sith 1.

      In this situation, if Sith 1 wants to gouge or bash Jedi 1, he is able to do so (and they’ll land with the current hit %s).
      If Jedi 1 wants to gouge or bash Sith 1, he is able to do so (and they’ll land with the current hit %s)
      If Jedi 2 wants to gouge or bash Sith 1, he will be unable to do so because they won’t land (0% hit chance)

      This will remove the issue of the permanent gouge juggle, while still keeping bash and gouge in the loop for 1v1 pvp.

      Thank you, Implement it now.

    • Fishy Participant
      January 7, 2018 at 3:25 pm #30675

      That said make sure that the “not landing” described also includes NOT ACTUALLY FUCKING LAGGING the victim, and not just ‘not doing 12 points of damage’

    • serialize Participant
      January 7, 2018 at 3:53 pm #30676

      Agree with Fishy above. If you could make gouge function like kick with a blind component but no lag component when you aren’t the combat focus that would be the best outcome.

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