I'm sure it'll have the same effect in Albion and deter zergs from assembling as often as they do now. It caused us to of course build or group right up to and before the cap. This was an extremely useful and even fun feature in Duris. It's also a realistic feature, in the fray of a large scale battle, friendly fire is only more possible and further likely. The accuracy reduction would be in the ball park of 25% still allowing zergs to function but to penalize them enough that it's a questionable advantage when facing a group that's equally capable but not bolstering equal numbers. Area effect spells will also have chances to inaccurately strike unintended targets. An melee attack might instead hit another target in its range, same with offensive spells and projectiles. Instead a heal can sometimes land on a different, even uninjured ally or enemy. Misfire when in a group of or more your spells and attacks no longer accurately hit your target as you direct them. Large groups in MUDs are non existent because most MUDs just simply don't have player bases to necessitate that kind of thing, but once a long time ago. The perfect solution is here which i admit:Īnother borrowed feature from an old school PvP MUD I use to play.
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