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/reserve Command?


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#1 Egbert

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Posted 28 February 2006 - 04:07 AM

The Reason Why

Well, I train a lot and want to get as much as possible from my spells (especially consecrated embrace), so I find myself trying to always saving one stamina in my party leader so I can move around, just in case I kill all the monsters on the square and end up having to move, but am stuck with no stamina for 10 secs of valuable consecrated embrace time.

However, I find that sometimes, I forget to save it, and end up wasting the valuable time anyway.

A Solution?
I'm suggesting that you might add a /reverse command.


The syntax would be

/reserve [number]

Reserving it would make it so that you can no longer use that stamina. So if you had 5/5 stamina and reserved two, you could use three of them, but when a player attempts to use a fourth a message would appear, saying something to the effect of:

Doing that would exhaust your reserved strength.


Rapid firing, assassinating, berserking, or smiting probably would automatically cancel the reserve (as should any two-stamina taking things, like, I believe, the pacifists create food spell?).


To unreserve a stamina, you'd simply

/reserve 0

Client

As far as the client would go, you might have to make it so that the bar would only show the fraction of itself relative to the unreserved stamina.

Also, you might want to make it so that clicking the stamina bar would toggle the reserve of the stamina.


Benefits
I think that this might positively affect the strategy of many of the players. You know, one might keep a stamina in reverse just in the case that a stamina would be needed to perform an emergency invisibility or something like that.

Also, it would make some things a little bit easier for some of the players.

Drawbacks
Well, firstly it could promote the lazy attitude of the Nightmist players in general, but to me it seems Nightmist has taken that path already (and maybe even reached the end, and it's great fun!)

Secondly, I can see that this would make it so players could get away from pkers more easily and this could frustrate some people, but on the other hand, overjoy the escapers.

Thirdly, it would take a relatively sizely amount of code, but with these new staff (which I think are doing a great job, all things considered!), it leaves the experienced coders to code, so this might be something they could do.

Anyway, thanks for reading!

#2 AnEskimo

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Posted 28 February 2006 - 04:34 AM

Maybe people should just click the number of times they want to, rather than hitting it 10,000 times every stamina round. Not as if it takes that long for stamina to come back anyways.
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#3 acehardware

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Posted 28 February 2006 - 04:38 AM

no, ur a dip for not saving it anyway
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#4 Egbert

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Posted 28 February 2006 - 01:10 PM

What constructive replies.

To the first one:

Clicking the number of times you want to takes a small bit of time, because your stamina recharge (10 secs) begins only after your LAST click. So, you want to start clicking as SOON as your stamina comes back, and de done clicking as quickly as possible. When you're trying to do this, people who use macros and just press them 10,000 times win!

And when you're in player versus player, every second counts, so yes, 10 secs is a long time.

For the second post:

yes, ur a dip for not having nething good 2 say.

#5 Raylen

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Posted 28 February 2006 - 01:16 PM

Seems well thought out. But you really can just save stamina anyway, lol. Like, only press the macro the desired number of times.

I just don't think it's worth implementing such a complex solution to solve what is hardly even a problem.
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#6 Matty

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Posted 28 February 2006 - 02:50 PM

Yeah, seems pointless to me.
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#7 deadman

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Posted 28 February 2006 - 08:13 PM

Good explanation.. Bad Idea..
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#8 Stotic

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Posted 28 February 2006 - 08:56 PM

What happened to playing the game? This makes attacking way too systematic. Yes, even more than it is now.
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#9 Egbert

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Posted 28 February 2006 - 10:05 PM

I don't think that that many people actually bother keeping the stamina. It's just easier not to. And in fact, this could perhaps help to yield a variety of different playing strategies. You know, with reserving the stamina just in case.

And currently, the system with three stamina only recharging two is kinda. . . weird and yields little advantage over a two stamina. One extra hit, big whoop. And five stamina versus four. . . there is no difference, except for one hit.

Unless, of course, you're a thief.


But oh well, I'd enjoy it, but if everyone else thinks it's a bad idea, I must be wrong.




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