DeletedUser30224
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Original thread can be found <HERE>.
If the idea wins 75% of the vote, it is sent to the developers who will respond with feedback and the idea will be linked in the ideas passed to developers.
If it loses the vote by not attaining more than 74.99%, it will be moved to the archives. The idea will then be placed on the list of items to not post again.
Original thread can be found <HERE>.
Proposal: Eliminate aim/dodge stances in the duel tactics.
Current workaround: None, you must have a stance in the current system.
Details: Imagine the following: Attacker A in round 1 and 5 aims for left arm. Defender B in round 1 and 5 is dodging to the left (since they face eachother what this means is that defender is dodging away from the bullet). Sadly there is a certain percentage (~25% or so based on some research done by players) that attacker will automatically miss no matter how high his/her skills are compared to the defender. Furthermore the attacker most certainly get's a SEVERE aim penalty in this scenario because he/she is aiming at a blank space.
I'd like to see all of this removed. I can accept the random game of numbers, and there is no possible way of generating a duel mechanism that will not use randomness in one way or other, but the current system is not only wrong but also highly abuseable.
As it is now, you set your aiming and dodge stances and they stay the same until you change them again. Not only that but you only control how you dodge and aim for 4 rounds instead of 8 ... (round 1 AND 5, 2 AND 6, 3 AND 7, 4 AND 8). If another dueller duels you, all he/she needs to do is change their aim/dodge stances to match yours from the earlier report and duel you again. The victory is almost guaranteed in most cases. God forbid you are offline and you find yourself KO'd if the attacker is persistent.
That speaks volumes on itself. No matter how high your duelling skills are, another dueller can easily kill you if they find you offline and available for duel (working in defensive clothes for example).
Solution1, remove all of those penalties and just compare skills like it should be. Tactics and appearance still play a role in lowering the opponent's aim, is that not enough? Why do we need the stances? I have plenty of reports as well as other people have, where your aim and dodge is almost double of the opponent's and yet you still lose...and not by a narrow margin at all. How many KO's do you have to accumulate as a defender because you are either working or travelling and another player finds his golden chance to play with the stances and KO you?
Solution2:
If we insist on some sort of control in our duelling, then introduce other means like damage modifiers or aim/dodge penalties/bonuses:
- aim at torso for no added damage nor aim penalty
- aim at hands to lower opponent's aim in the next round by 20%. This will lower your damage by 30% and lowers your aim by 15% (harder to hit a smaller target)
- aim at head for 50% extra damage. A penalty of 50% aim applies for aiming at head (small target, hard to hit).
- "Attempting to dodge" has no penalty or advantage
- "Focus" raises your aim by 30% while lowers your dodge by 50% (you are standing like a tree, it's easy to hit a stationary tree).
- Set your choice for each of the 8 rounds.
Example:
full size image:Click
Round1: AIM:hands (-30% damage, -15% aim), DODGE: "focus" (+30% aim, -50% dodge) TOTAL: -30% damage, +15% aim, -50% dodge (round 2 opponent's aim is reduced by 20% IF you hit)
Round2: AIM:torso, DODGE:"attempt to dodge" TOTAL: -no dodge/aim/damage modifiers apply
Round3: AIM:hands (-30% damage, -15% aim), DODGE:"attempt to dodge" TOTAL: - -30% damage, -15% aim, (round 4 opponent's aim is reduced by 20% IF you hit)
Round4: AIM:head (+50% damage, -50% aim), DODGE: "focus" (+30% aim, -50% dodge) TOTAL: +50% damage, -20% aim, -50% dodge
Round5: AIM:hands (-30% damage, -15% aim), DODGE:"attempt to dodge" TOTAL: - -30% damage, -15% aim, (round 6 opponent's aim is reduced by 20% IF you hit)
Round6: AIM:torso, DODGE:"attempt to dodge" TOTAL: -no dodge/aim/damage modifiers apply
Round7: AIM:torso, DODGE:"attempt to dodge" TOTAL: -no dodge/aim/damage modifiers apply
Round8: AIM:head (+50% damage, -50% aim), DODGE: "focus" (+30% aim, -50% dodge) TOTAL: +50% damage, -20% aim, -50% dodge
If you use something like this (would be nice to have a say in the appearance and tactic skills as well in your duel tactics, some sort of modifiers that you can apply to each round just like with aim, dodge and damage) then it is unlikely that it can be used in an abusive fashion. After you duel someone, you do not know if the player was bad at aiming or not, they might have aimed at heads, they might have just very high dodge and crap aim, you are unlikely to find out with another duel. The beauty of it is that the randomness of how the hit/miss is calculated is just that, random. A random number between aim and dodge +(appearance/tactic modifier) is chosen and whichever is higher that is the result. Any modifiers apply before the random numbers are drawn of course.
Abuse Prevention: None that I can see. My modifiers are given as an example, I have not tried to optimize them, so a combination of them might be more favourable than other, but as I said, it is just an example, nothing more. I'm trying to prevent abuse of the current system, not introduce another form of abuse.
Summary: Remove the stances in duel tactics. They allow us to abuse the current duel system. Also it is well known that aiming badly has a terrible penalty on you and aiming good has a great bonus to aim therefore open for abuse. Solution: remove it altogether. Add damage/aim/dodge modifiers instead that are not easily readable from the duel report. Let the skills speak for themselves.