Arena
Re: Arena
I have a few ideas here.
1. At start of battle, everyone has full HPs/Chakra/Stamina (and remove any Immortal bonuses they may have been given)
2. At the end of the battle, everyone has full HPs/Chakra/Stamina again
3. No exp gained or loss during battle (or eq lost)
4. People can view the battle (for a price - perhaps 5 ryo per battle?) - then they can see at least how many hps/chakra/stamina each person has at any point during the battle. Perhaps for a higher price they can even see through their eyes (whenever they wish to look).
5. Anyone in the battle has OOC disabled for the duration of the battle (although they can hear them)
6. Results of the battle appear in a different colour to anything else, and we can see them really obviously.
7. (Betting is really good as is and should stay like that)
8. The ranks should be more flexible than 1-100, 101-200, 201+ given that the highest ranked person on the mud is not yet level 200 (Shino is only 126 or so I think). Perhaps they should be more like Student, Genin and Chuunin ranks instead.
9. (Long term) there should be the possibility to have 2 or more people in the arena on the same team. 2vs2, 3vs3, or 2vs1 and 3vs1 as well, if specifically requested. For example 3 low level shinobi challenge 1 high level shinobi (or vice versa).
10. The option to put up a prize for the winner, as decided by the contestants (e.g. "I will fight you for this necklace versus your headband").
11. Everything that can work in game should work in the arena. No rules in that regard.
12. If you die from stamina stun or chakra stun YOU ARE DEAD and the other player/team is the winner!
Good idea though.
[Admin Edit: Please just edit your posts and not post multiple times when your posts are just back to back. Also, this isn't the correct spot for bug posts. Please don't mix bug reports and development suggestions.]
1. At start of battle, everyone has full HPs/Chakra/Stamina (and remove any Immortal bonuses they may have been given)
2. At the end of the battle, everyone has full HPs/Chakra/Stamina again
3. No exp gained or loss during battle (or eq lost)
4. People can view the battle (for a price - perhaps 5 ryo per battle?) - then they can see at least how many hps/chakra/stamina each person has at any point during the battle. Perhaps for a higher price they can even see through their eyes (whenever they wish to look).
5. Anyone in the battle has OOC disabled for the duration of the battle (although they can hear them)
6. Results of the battle appear in a different colour to anything else, and we can see them really obviously.
7. (Betting is really good as is and should stay like that)
8. The ranks should be more flexible than 1-100, 101-200, 201+ given that the highest ranked person on the mud is not yet level 200 (Shino is only 126 or so I think). Perhaps they should be more like Student, Genin and Chuunin ranks instead.
9. (Long term) there should be the possibility to have 2 or more people in the arena on the same team. 2vs2, 3vs3, or 2vs1 and 3vs1 as well, if specifically requested. For example 3 low level shinobi challenge 1 high level shinobi (or vice versa).
10. The option to put up a prize for the winner, as decided by the contestants (e.g. "I will fight you for this necklace versus your headband").
11. Everything that can work in game should work in the arena. No rules in that regard.
12. If you die from stamina stun or chakra stun YOU ARE DEAD and the other player/team is the winner!
Good idea though.
[Admin Edit: Please just edit your posts and not post multiple times when your posts are just back to back. Also, this isn't the correct spot for bug posts. Please don't mix bug reports and development suggestions.]
Re: Arena
add something about villages and arena stats to mudstat! or you could add a command like arena stat to show that aswell. that way people can see which village is kicking butt in the arena. just sounded kinda neat i thought, if its not to much trouble.
Re: Arena
Great idea, but I see village vs villlage battles being done better as specials done on occassion. A capture the flag type setup. I'm not sure exactly how they did CTF, but I know my old mud home, AVATAR did this a lot when I first started playing there over 10 years ago. Not sure of the setup or how they executed it though.
Re: Arena
Well I am not going to mention which mud, but at least one certain mud has an arena where you can have an all in brawl, and brawls by race and class and level and so forth. Not needing for it to be a quest. Village vs village could be good, and could be a good way to test out to make sure that each village is equal.
Arena
I was thinking about some ideas some additional arena ideas.
1. A withdraw commands so that you can withdraw a previously sent challenge to a player. It could have a statistic beside matches declined that would show how many challenges you have withdrawn.
2. A timer after someone declines a match that will make it so that whoever challenged them will have to wait 24 in game hours to challenge them again.
1. A withdraw commands so that you can withdraw a previously sent challenge to a player. It could have a statistic beside matches declined that would show how many challenges you have withdrawn.
2. A timer after someone declines a match that will make it so that whoever challenged them will have to wait 24 in game hours to challenge them again.
Re: Arena
Ichiro wrote:I'd like to see the 'follow' command disabled in the arena, or have the arena changed so that when a ninjutsu user is following you, their handseals are interrupted by the room change.
I would concur. Automatically following your enemy should not be allowed. The 'follow' command should only be a way to group up with your friends and allies, not a tactic to defeat an enemy. However, there is a way around that cheap tactic, and that is Kawarimi. With Kawarimi, your opponent has no idea which way you went, thus negating the 'follow' effect. In spite of this workaround, I still maintain that using a normally friendly command to gain an unfair advantage in combat is a dirty tactic and cheapens combat in the arena.
Re: Arena
Alright, I'm going to have to argue over the "follow' thing.
On a "realism" level, if you're running from someone, they can chase after you and in the show, people perform handseals while running. The only way to do so, is by using follow.
Secondly, as far as balance goes, ninjutsu users only have one major advantage over taijutsu currently, and that's raw damage output. We're comparing builds here that have 2000+ hp BEFORE they start lscing fighting a character with 400-600 AFTER they start lscing, in a one on one punching match, ninjutsu rarely wins, unless they have one very massive attack (goukakyuu and doryuu taiga which is ridiculously powerful atm), taijutsu wins out. Throw in the fact that a taijutsu character can just walk away/flee anytime someone is handsealing, where is the balance here? Instant damage vs delayed, dynamic entry/flee vs "gee, I hope they lag enough from their first attack to let me hit them".
Maybe I'm biased, and its been a long time since I've messed with a pure taijutsu build, but really, if you insist that a tactic should be disabled/crippled, I challenge you to make a pure ninjutsu character (doryuu taiga doesn't count) and see how what its like to fight characters with 2000+ hp and how "fair" things are - I think you'll realize that most of the ninjutsu tactics are either a one-hit wonder or show strong knowledge in how the game engine works and once you find a counter, are completely worthless unless you get caught offguard with it.
Heck, Sayono and I have spent time in the arena just figuring out how to counter all sorts of little tricks like that... isn't that the fun in PvP and battling other's strategic wit? :-\
On a "realism" level, if you're running from someone, they can chase after you and in the show, people perform handseals while running. The only way to do so, is by using follow.
Secondly, as far as balance goes, ninjutsu users only have one major advantage over taijutsu currently, and that's raw damage output. We're comparing builds here that have 2000+ hp BEFORE they start lscing fighting a character with 400-600 AFTER they start lscing, in a one on one punching match, ninjutsu rarely wins, unless they have one very massive attack (goukakyuu and doryuu taiga which is ridiculously powerful atm), taijutsu wins out. Throw in the fact that a taijutsu character can just walk away/flee anytime someone is handsealing, where is the balance here? Instant damage vs delayed, dynamic entry/flee vs "gee, I hope they lag enough from their first attack to let me hit them".
Maybe I'm biased, and its been a long time since I've messed with a pure taijutsu build, but really, if you insist that a tactic should be disabled/crippled, I challenge you to make a pure ninjutsu character (doryuu taiga doesn't count) and see how what its like to fight characters with 2000+ hp and how "fair" things are - I think you'll realize that most of the ninjutsu tactics are either a one-hit wonder or show strong knowledge in how the game engine works and once you find a counter, are completely worthless unless you get caught offguard with it.
Heck, Sayono and I have spent time in the arena just figuring out how to counter all sorts of little tricks like that... isn't that the fun in PvP and battling other's strategic wit? :-\
Re: Arena
As far as the "realism" level is concerned, if you're fleeing from someone and they can use handseals while they're chasing after you, then should you not also be able to use handseals while running from them? In a typical situation where one person is chasing after another, the person running away has the advantage in that they don't need to closely watch the movements of a single individual whom they are attempting to follow, making it easier for that person to be able to do handseals.
The only reason that a taijutsu character being able to just walk away as soon as someone beings performing handseals is ridiculous, is because most ninjutsu eat up your chakra when you start them, instead of when you finish (like kasui mizu and goukakyuu).
The main problem I have with the 'follow' tactic is that when one ninjutsu user follows another, the one walking around can't use handseals or escape the person following them. The only option that's really available is to group someone, then disband your group. However, doing that takes far longer than most people need to finish handseals.
The only reason that a taijutsu character being able to just walk away as soon as someone beings performing handseals is ridiculous, is because most ninjutsu eat up your chakra when you start them, instead of when you finish (like kasui mizu and goukakyuu).
The main problem I have with the 'follow' tactic is that when one ninjutsu user follows another, the one walking around can't use handseals or escape the person following them. The only option that's really available is to group someone, then disband your group. However, doing that takes far longer than most people need to finish handseals.
Re: Arena
Kotani wrote:Throw in the fact that a taijutsu character can just walk away/flee anytime someone is handsealing, where is the balance here? Instant damage vs delayed, dynamic entry/flee vs "gee, I hope they lag enough from their first attack to let me hit them".
I have noticed this problem, but I (and my character) have the decency to not use such a cheap tactic on a worthy opponent. Easy ways out, like getting a nin-user to waste his chakra by leaving the room or following someone while they flee in order to make your jutsu absolutely hit, are the tools of the weak and those that have no faith in their actual abilities, which should not be used in a battle of more-or-less equals, i.e. arena battles. Hence my suggestion that they be removed from the arena.