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Addition to the flee feature

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Lust
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Addition to the flee feature Empty Addition to the flee feature

Post by Crow Tue Mar 12, 2013 9:56 pm

How about changing the flee areas to just the 4 corners of the PvP grid to give the hunters a chance.So far i've noticed it is way to easy and accessible for people to run wasting the pools of the few hunters we still have out actually hunting. Or perhaps take away the SP/FP system from OP all together to promote others to hunt and not abuse the current OP system even farther. Before everyone starts saying no I would like to put out there that yes it hurts your squad points but as others have shown you can always forgo some of your move trainings to recruit active members and quit making so many alliances which would open up more members to actively hunt this is a PvP based game after all. Lollollol~
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Post by Haruchi Tue Mar 12, 2013 10:05 pm

The abuse of OP is an issue addressed to him, and what is scheduled to be resolved.
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Post by Crow Tue Mar 12, 2013 10:10 pm

Ok but the issue with flee chances being to high are still there. I personally have had 3 people with full pools and or above my level run from me within 2 turns causing me to waste pools because i am not so over powered i can easily catch them before the can flee.
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Post by Lust Wed Mar 13, 2013 4:19 am

I'm going to make a crazy suggestion. Now beat with me. Let's introduce back x.5's as no-damage binds only, this also eliminates the blind spot flee chances which just might also discourage battle holding / fleeing so much. Naturally I propose the bind be 100% for a time of 3 turns.

I still do realize range boost is still a very big potential problem. So I can't say for sure if my own input in this particular matter is of any value to you guys.

Pros:
3 turn bind, no bind spot, limited battle holding for 3 turns

Cons:
Range boost? (if it's no damage I can see why it would still be a problem but
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Post by Lsmjudoka Wed Mar 13, 2013 4:48 am

Make sure you close in on them. If you're in their face it's very hard to flee, if you're far away it's substantially easier.
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Post by Crow Wed Mar 13, 2013 4:49 am

I dunno it seems like alot of hassle i think the 4 corners idea would be more practical to be honest and still gives people a fair chance to run.
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Post by Crow Wed Mar 13, 2013 4:53 am

Granted you are right there Lsm but the problem stems to the opponent and I both having the same movement but it takes me at least 2 turns to move into range to attack them yet by that time they already have 2 chances to run.
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Post by Lsmjudoka Wed Mar 13, 2013 4:56 am

If you have the same speed, you have to be something like 10 squares apart for it to approach a 50% chance to flee. Get in close and that drops by more like half.

If their goal is to flee from the start, it will be just as easy for them to run straight to a corner as it would be to get to the edge, so that wouldn't really solve anything.
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Post by Crow Wed Mar 13, 2013 5:02 am

True maybe my last few "runners" have had good luck or I myself have had bad luck. Though I do see the flee feature causing more to do OP rather than hunt sadly.
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Addition to the flee feature Empty Fleeing

Post by Dantryll Sat Mar 16, 2013 3:37 pm

How about when someone fails to flee, it is treated as going AFK
like they take more damage than normal
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Post by Hitori Sun Mar 17, 2013 11:32 pm

I don't like the idea in it's current state, perhaps a movement cost increase wouldn't be too far out (seeing as you would be slightly exhausted from trying to escape).
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Post by orosan Tue Mar 19, 2013 11:52 am

merging all future suggestion for flee here.
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Post by Haruchi Sat Mar 30, 2013 5:35 pm

Boop to...idk, not sure whether to lock or not. >_>
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