Kill and Skill Lag
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There is a wait state applied to skills (feels about 2 rounds) that really disrupts the flow of running/killing.
I propose that all lag/wait states be terminated on the death of the MOB.
Perhaps 0.25 to 0.5 seconds would appropriate or maybe less for MOB DEATH.
Furthermore, I suggest that if the MOB dies from the initial skill or spell used to start the battle (Backstab/Awesome Spell) then there should be no lag whatsoever.
So, to recap: All lag from skills ends at MOB death.
MOB death should cause a .25 to .5 seconds amount of lag
If the MOB dies from the initial skill/attack (and never gets the chance to attack) then there should be no MOB death lag.
Thanks for reading.
Thanks for the idea submission!
How would that work with fighting multiple mobiles at the same time?
I see what you mean. Instead of mob death it would have
to be when the fighting or combat flag ended for the player.
So skill lag would be normal until the last mob was defeated
or the player fled/tumbled (please remove or reduce lag from flee).
I am not so sure about removing skill lag – Since even removing the lag after a successful attempt would allow you to potentially sneak in, stab a mob, and flee out without the other mobs in the group getting a chance to react. It may make sense, however, to reduce the lag somewhat, as I know that it is very long in some cases.
Think about it this way, the lag represents opening yourself up to ‘Attacks of Opportunity’ to use a dnd term. Potentially, there are ways to remove or lessen this affect.
Regarding flee lag, I agree, it is a bit too long. It would be better if the flee lag were dynamic, changing based on your level of panic (or via some other mechanic.) This is something I plan on looking into once we get more into the testing and polishing phase of the current iteration.
Please, keep the comments coming.
– Ornir Elunari
Well that sounds like a rogue to me. Sneak in and assassinate (if everything goes right)
before anyone notices.
A lot depends on how the system looks at a player, as pertaining to “in combat” or “not in combat”. If a player has two mobs engaged, and mob A dies, is the player at any point considered “not in combat” before mob B’s next attack? If so, that would make things like using high-lag AoE spells/skills overpowered if they kill a small mob in the room. I’m definitely a proponent of all wait states being stripped when the player is no longer engaged in combat, but that becomes easily abusable if the system isn’t set up to handle something like that in the combat code.
I agree with this idea 100%. Nice submission.