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Combat

975 bytes added, 08:20, 17 September 2014
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__NOTOC__
This page is meant to be an introduction to combat mechanics in Project: Gorgon.
{{Quote|
I’m leaving the Rage system alone for now, until we have more players grouping up. Looking at the stats for small group combat, it looks like groups use rage-depletion a little more often. So it may be that I can tailor Rage to be a more compelling group-combat mechanic, where one person in the group has the “rage-keeper” role. That could be interesting.<refname="blog1">[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Design Issues Still Needing Improvement]</ref>
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==Movement and Kiting==
In a game like this, where you can find all kinds of clever ways to stack speed buffs, it’s possible to run extremely fast. This is a problem in a combat, where the players can be much more mobile than the monsters.
 
One way the game currently addresses this is that you can not “sprint” backwards, just walk backwards. So if you want to get away quickly, you have to turn around.
 
{{Quote|But that change by itself doesn’t solve anything, because the game doesn’t force you to face your target to attack things right now. This means you can turn away from the monster, run down the hall at high speed, and keep shooting arrows — the arrows would go through your head and hit the monster behind you. This is silly and bizarre.<ref name="blog1"></ref>}}
 
Kiting is something the devs want to address eventually, although it is intended to allow some amount of kiting — "archers should be able to move and get a few extra attacks in".
==Vulnerability==
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