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Author Topic: TB and realtime modes  (Read 1411 times)

TB and realtime modes
« on: November 02, 2010, 04:49:24 pm »

Sorry if I am trying to raise an issue that has been discussed several times before, just can't find it )))

I had been playing during OBT3, quit  just before the wipe and have recently come back.

I find the extra-fast real time mode a bit unbalanced. I was surprised when I almost got eaten by ants while wearing a full suit of armor and a gun in RT, while in turn-based they can be killed with bare hands and almost 0 unarmed skill. NPC raiders or marauders or whatever can probably kill you in RT but in TB you can probably run away most of the time. This means that basically you have problems leveling solo in RT, while TB is damn slow and makes you a good target for a roaming PK gang.

Also with the new /h issue there are ways to kill RT mobs fighting each other almost without any risk in a small gang. Personally I liked the way it was during OBT3 when monsters and combat were slower.

So I was wondering if devs considered overall change in speeds of RT combats (AP regen and speeds of Players\monsters). What's the general player's opinion on those matters?

« Last Edit: November 02, 2010, 04:54:52 pm by Anuri »
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avv

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Re: TB and realtime modes
« Reply #1 on: November 02, 2010, 05:13:04 pm »

In real time running isn't balanced compared to shooting and everything else as it is in turn based. In addition real time doesn't care about sequence. So player isn't able to use super stim or walk away at important moment like he could in turn based. Then again real time vs pcs is easier than against npcs. That's because npcs got instant reflexes and always know where you are.
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Ganado

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Re: TB and realtime modes
« Reply #2 on: November 02, 2010, 05:50:40 pm »

AP should still be regained while player is doing the animation for weapon switching (Hand 1 to Hand 2) to equal TB a little better.
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Re: TB and realtime modes
« Reply #3 on: November 03, 2010, 04:08:47 pm »

Exping solo in RT is quiet easy in st. vs st. encounters even for crafterbuilds. You just shoot mob going for you and he turns on someone else. Thus you can shoot safely centaurs or whatever dangerous creatures fighting something else.

Inballance of running and other AP dependant actions is evident. But is it really a problem?

Lot of running makes PvP fights more interesting and tactical and against mobs it is now no problem. From single encounters you can easily run and vs encounters can be wiped off easily. And dungeon fights could be even harder anyway.
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avv

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Re: TB and realtime modes
« Reply #4 on: November 03, 2010, 06:45:04 pm »

But is it really a problem?

Lot of running makes PvP fights more interesting and tactical and against mobs it is now no problem. From single encounters you can easily run and vs encounters can be wiped off easily. And dungeon fights could be even harder anyway.

Running in pvp is quite okay but not vs encounters. That's because you can't hide from the npcs like you can do in pvp.
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Re: TB and realtime modes
« Reply #5 on: November 04, 2010, 12:42:28 pm »

Running in pvp is quite okay but not vs encounters. That's because you can't hide from the npcs like you can do in pvp.

But this is problem of npc FOW and AI not of combat system.
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Kill them all and let the god sort them out.
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