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Telanir

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This stamina thing is not going to work in wars.

This

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Awesome. 

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This stamina thing is not going to work in wars.

If we get more stamina, it will. Nobody lasts forever on the battlefield.

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If we get more stamina, it will. Nobody lasts forever on the battlefield.

its going to be hard to kill mobs when the antags attacks and spawns all the mobs.

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This may not be a universal trend, but when blocking. Damage reduction is ineffective. You still take equal damage as regular mc.

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Tech Team... You're simply fabulous~  :megustacreepy:

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The nexus combat plugin is going to seriously screw with people who have bad ping times... Q_Q

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Ok, so I hate to say it because I'm an archer, but to be fair, Telanir, if you haven't thought of it already, maybe also add firing a bow deplete some stamina, considering swinging your sword does. I'm not entirely sure how this would balance/unbalance the system, but I can beat full iron with a couple of arrows at the moment.

 

I see that you get weakness after firing, scratch that.

 

Otherwise, I love it, good work!

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Fantastic work guys :concentrate:

Even for eclipse - I'm not known as a lover of minecraft PvP, yet this seems a step in the right direction from the silly spammy, macro'd norm or the old cumbersome and poorly implemented 'skills' system.

 

A small suggestion when it comes to pvp;
As for encouraging roleplay, a focus on offering 'cooperation and consent' would be appreciated, seeing as the ship on pure roleplay has sailed, if it ever made port. Such a focus allows more roleplay to happen around the fighting. It can be achieved by various means and tools with less grey areas where moderators need intervene; subregioned arenas; wars undertook on a robust declaration / agreed upon basis; plugins that allow optional 'dueling' to knockout or death in regions that may usually be peaceful; visual and/or auditory indications of intent to speak / type / respond . All allow a type of 'handshake' between players. This reduction in spontaneity allows roleplay to precede {and continue after} fighting, since it eliminates the worry of being caught 'off guard'.

 

a small caveat;

Try to avoid creating unnecessary 'payoffs' for engaging in 'competitive and non-consensual' pvp behaviour. Yes, even without any material or competitive payoffs there are a few people who will still do this just for the thrill and enjoyment of 'beating' another unwilling player and pure shadenfreude - though this behavior is obviously corrosive, if not the antithesis to a functioning, inclusive roleplay community. Such payoffs include things like forcing death on another player to extract the contents of their wallet, inventory or 'character memories', or simple destruction and inconvenience where the player is considered an unwanted presence, or a competitor. Such competition generates unwelcome threats, animosity and distrust amongst people and creates 'payoffs' for the behaviors that oppose roleplay, i.e. powergaming and metagaming.

 

In short, using 'handshakes' & avoiding pvp 'payoffs', will result in more opportunity for roleplay & less moderator time distracted by internecine conflict.



 

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