View Full Version : Do you think exploits are a good thing?
Jess The Great
01-24-2004, 09:02 AM
i mean, the exploits do make pvp require you to actually have some skill...as of now a level 90 could kill a level 126, i like that. if there were no exploits, all that would matter is magic skill, magic d, and health, and to be quite honest it would be very boring. whats your opinion?
Krazed
01-24-2004, 01:30 PM
I think skill is being able to kill a level 126 on a level 90.. Without exploits
Jess The Great
01-24-2004, 01:38 PM
thats not skill for it is literally impossible and requires you to do nothing other then press the spell you want to do. no evading, no moving, nothing.
Virindi Clown
01-24-2004, 02:27 PM
Just sliding isn't really an exploit, because they can technically take that out with an insanely small casting radius. They've put that in when it didn't actually exist at all in the beginning, and made it even larger recently, so obviously the devs do not feel that to be much of an "exploit." It's just part of the game that you can slide no matter what you are doing.
The "exploits" now are products of fixes for TRUE exploits. I'd like to see if anyone complains if they threw god mode and the real fast cast in for a month. Nothing can be done about what is there now, so there is no sense saying a word over it. People that do make me mad, because they are literally so mindless that they cannot comprehend simple english and there is nothing anyone can do to help it.
But honestly, it would suck if all you could do was slide left or right. Seeing as it really is an interesting element, whether people are against it for being an "exploit" or not, I think that the devs should try to work WITH it instead of against it, so that it would become a truly working part of the game. Then it wouldn't be an exploit, it would put some more fun and skill in, and would technically be fixed at that point.
Jess The Great
01-24-2004, 02:51 PM
sounds good to me virindi
Chubasco
01-24-2004, 03:17 PM
I think that the devs should try to work WITH it instead of against it, so that it would become a truly working part of the game. Then it wouldn't be an exploit, it would put some more fun and skill in, and would technically be fixed at that point.
Such as adding them as castable spells just like all other war spellls?
Hmm, how could they do this??? By assigning spell icons for the spell bar and hot keys?
Jess The Great
01-24-2004, 03:24 PM
???
Virindi Clown
01-24-2004, 04:30 PM
Wtf?!?
CouchAttack
01-30-2004, 07:10 PM
Cubasco please stop attempting to remove skill from this game. People like you have made it go down hill a LOT, quit trying to remove the last shread of possibility that is left.
Sprawl
01-31-2004, 07:03 AM
Are they really exploits?
http://forums.ac.turbinegames.com/showthread.php?&postid=17495#post17495
Sprawl
Lavigne
01-31-2004, 08:12 AM
my onlyproblem is jumpspin. its horrible. not only does it immediately and, for me, irretrievably, most of the time, break a sticky but it causes lag, which in turn catapults the spinner halfway across the screen. it aint right. I agree witht he need to break a sticky, but there were ways before the hated jump spin. jump over a rock, a tent, jump straight up, jump off a cliff.
people then say 'well then thats not fair how do you get away from a melee'
*boggle* your not supposed to.
theres a reason mages deal 180 damage per hit and melees deal 30. you can run away from a mage. each class needs to have its own advantage. mages can do an insane amount of damage and are fairly easy to get away from. melees deal much much lower damage but are harder to get away from.
it wouldn't be so bad if people couldn't just smack a few potions down whilst lagging all the way across my radar, post jump spin, but they do, therefore they can jumpspin til we're dizzy and they get away while taking, if they're bad at jumpspinning, one fastest power hit, if they're good, they dont get hit once.
CouchAttack
01-31-2004, 12:00 PM
Lav, I get hit harder by sword characters than I hit them for.
Homeless Wonder has hit people for over 200+ damage on crits. And the person was fully buffed. Granted he was exploiting by thats still extreme even for 1.5 attack bars.
Also I've been crit for 97 low power. AND, on low power you guys attack about 6 times by the time I can get a war off. So do 6x30(btw i get hit harder than 30 EVERY hit low pwr)
Lavigne
01-31-2004, 12:17 PM
buuuut, couch. you cant get hit by 200+ on a crit on a speed swing, and you cant sticky on a full power set of swings. If the mage decides to stay and fight, yah, its possible he'll be hit for an insane amt of damage. but if the mage is running you'll be hit for 30s, 90s on a crit. if your so far away from any kind of enviroment help... well i dont know where you are because there are few places without enviroment to help. other than dires, i suppose. And i dont altogether mind somebody being able to break a melee. but jumpspin is fubarred. someone who doesn't want to fight will only jumpspin/jumpspin/jumpspin/jumpspin/jumpspin and as i said in my last post, maybe get hit once, they'll do this until they're recall timer runs out and then they're gone. NO choice by us melees.
people argue that, oh, melees can just run away from a amge and recall. but the thing is, you guys can just hit us with a debuff 1 and completely reset our 20 second timer. and that is 100% chance to happen. we cant jumpspin away from your spells...
CouchAttack
01-31-2004, 12:20 PM
yeah, but you attack low power for 30 every around .75 seconds or so(as long as your speed is about max needed).
also,
30,30,30,30,30,30,30,30,30,90
in 7.5 seconds you do 360 damage.
And if the mage is RUNNING AWAY. Then how he is attacking you? Thus, you are safe, and doing an insane amount of damage.
Edit: Oh no, you can't recall? Poor you, you have to stay perfectly safe and just press 'q' and go grab a beer until the mage gives up... I feel for you, truly.
AND, you can RESIST the mage and you are fine.
Lavigne
01-31-2004, 12:26 PM
true, that does happen when the mage is running away. but. bear in mind, now i'm saying this as a 1v1 situation.
if the mage just runs, he will likely die. know why? thats not what you do against a melee. melees sticky *shrug* its the way they were made.
lets sayt he melee is stuck on the mage, though, and he turns around and launches a war in the melee's face. depending on the health of the melee he will either tank it, in which case you can drain, get the rest of your health back and fire another. but in the end no matter what, the melee will break off. when a melee breaks off you there have utilized your mage abilities. the melee is no longer stuck on you and you ahve your chance to get away. its very hard to sticky a running target unless your run skill is either over or near the targets.
granted i'm saying this as a melee, i dont have a mage except my level 50 n00b so i'm not familiar with the mage SIDE of it, but i have fought LOTS of mages, LOTS and LOTS of mages, and i've seen how it works and i've struggled through the mechanics so i do have that experience.
Virindi Clown
01-31-2004, 03:21 PM
I have max str and a mod str rainment, and I don't average 30 on speed.
Average would mean I do 20-40 and then crit for 80 on speed.
A full power hit is 3x the damage of a speed hit. That would be 240 damage.
I tested it on a guy once with al 100 plate gaunts and I crit the gaunts for 220.
Al 400+ armor is quite a bit different than 100 with buffs.
CouchAttack
01-31-2004, 06:01 PM
you dont do the animation glich then, which most melees on DT do
TheeAngryOne
01-31-2004, 06:03 PM
Without fastcast/slidecasting, mage pk would suck ballz. They added sliding radius for mages in pk too anyway.
Paraduck
01-31-2004, 06:53 PM
I don't think slide casting is a problem, but I feel jump spin, chain elixers, and the lag caused by gear are detrimental to the game. Now, I don't mean to imply that mages shouldn't have a way to run away from melee fights... just not something that totally cripples the melee and leaves them with doing nothing for a few seconds (or they jump and reset it.)
Virindi Clown
01-31-2004, 07:24 PM
Personally I hate spin jump because it uses lag as a weapon.
Combine that with the ability to avoid the stamina loss so you can infinitely spin jump and that it sets you up to god mode as many elixirs as you would like, and you have yourself a lot of fun.
Wait, I've got an idea. Give the gd elixirs the freaking move-fail radius just like spells and healing kits have to fix the EXACT same problems!
No wait, don't do that! Don't ever do that, no matter how long people have been talking about it!
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