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Thread: Remove "in-combat" limitation to self affecting abilities

  1. #1
    Ascendant Delphya's Avatar
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    Default Remove "in-combat" limitation to self affecting abilities

    There is no reason to limit a ability based on whether the player is "in-combat" or "out-of-combat" especially if it only affects that player.

    It is understandable to limit abilities that affect other players but abilities that affect only the player themselves seems to show bad game design. Worse off is the poor implementation of the "in-combat" mechanic.

    This would allow drinking, recharging and other activities that for some reason only the ignorant understand no longer work when something is targeting us.

    A further suggestion is to make the "in-combat" requirement look not a what has aggro on us, but what has actually attacked us in the last 3 seconds. If nothing has actually attacked us then we should not be in combat. This is especially true when aggro-ed by mobs that don't move.

    The "in-combat" feature in Rift is one of the most poorly defined, poorly designed and poorly implemented feature in any game I have seen lately; it is not consistent and there is no way to over-ride it.
    I don't like mean people, rude people and people who are not nice.

    Herp Derp : 1. An expression used when you yourself, has done somthing extremely stupid and dopey. 2. A phrase said by idiotic morons who think they are cooler then they actually are. *Dictionary definition

  2. #2
    Rift Disciple
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    Is this serious? There is a very good reason it is designed the way it is. It adds a layer of difficulty in resource management. That's what these games are.

  3. #3
    Ascendant Delphya's Avatar
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    Quote Originally Posted by UnknownAspect View Post
    Is this serious? There is a very good reason it is designed the way it is. It adds a layer of difficulty in resource management. That's what these games are.
    Then they need to fix the poor implementation of the "in-combat" mechanic and make it much more consistent.

    The only effect that should determine if you are "in-combat" should be:

    If you attacked something within the last 3 seconds.
    If you were attacked (not merely targeted) within the last 3 seconds.

    A object that has no attack and does not move should not keep you in the "in-combat" state.

    Other party members should not keep you in the "in-combat" state.

    Pets should, but as soon as you choose Passive, after 3 seconds they should not keep you in the "in-combat" state.

    The "in-combat" state functionality is poorly designed and implemented.

    The best way to fix this is to remove the limitations of the 'self affecting' skills, especially since the devs appear to be too incompetent to fix the "in-combat" state properly.

    To correspond with their "band-aid" approach to fixing thing, this fix fits right in.
    Last edited by Delphya; 06-15-2011 at 08:52 PM.
    I don't like mean people, rude people and people who are not nice.

    Herp Derp : 1. An expression used when you yourself, has done somthing extremely stupid and dopey. 2. A phrase said by idiotic morons who think they are cooler then they actually are. *Dictionary definition

  4. #4
    Shield of Telara KnirpsLyn's Avatar
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    Quote Originally Posted by Delphya View Post
    There is no reason to limit a ability based on whether the player is "in-combat" or "out-of-combat" especially if it only affects that player.

    It is understandable to limit abilities that affect other players but abilities that affect only the player themselves seems to show bad game design. Worse off is the poor implementation of the "in-combat" mechanic.

    This would allow drinking, recharging and other activities that for some reason only the ignorant understand no longer work when something is targeting us.

    A further suggestion is to make the "in-combat" requirement look not a what has aggro on us, but what has actually attacked us in the last 3 seconds. If nothing has actually attacked us then we should not be in combat. This is especially true when aggro-ed by mobs that don't move.

    The "in-combat" feature in Rift is one of the most poorly defined, poorly designed and poorly implemented feature in any game I have seen lately; it is not consistent and there is no way to over-ride it.
    Your sig is very...uh...wrong...for the type of person you seem to be. lol

    Anyway, the reason why that stuff doesn't work in combat is exactly why the other poster said so.

    Allowing racials and recharges and drinking in PvP/combat means they have to be rebalanced which basically means they have to be nerfed to crap.

    Just because something is different doesn't mean it's ignorant.

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