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Tourney OT:

Posted: Thu Aug 20, 2009 12:16 pm
by Faust
Overtime is easily abused through many different means out there making it a bit stupid at the moment in my opinion. We all know OT was designed to eliminate endless duels in the tournaments making it completely necessary even to this day.

How about when OT kicks in your health/mana/stamina/buffs/debuffs are returned to normal or maximum value to prevent people from abusing the system by sitting there forever in defensive posture hoping to get lucky once OT kicks in?

At least people will not be able to abuse the system under these circumstances as much compared to the way it works now... There will still be those that hope for the lucky outcome, but with the prospect of returning everything back to normal would still give the better duelist the upper hand.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 12:27 pm
by tekai
Over time no healing is 100% nessasary in magic tourniments where no one can kill anyone until the timer runs out sometimes.

The aspect of 1 full life bar at the end of a fight is a worthy way to end it. If you can't get to full life by the time OT starts, with a 15 second notice. you don't deserve full life at the end.

And once again im totally confused by your post.. are you saying no matter what someone's life is, put them at 100 hp? You dont state if you can reweaken at that point, you also dont state if it removes reflect or armor. Your suggestions need more explination.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 12:41 pm
by Faust
No one said anything about removing overtime or the ability to not heal during overtime. The only thing that was suggested to make an even playing field is to replenish ALL participates with health, mana, stamina, and remove any buffs/debuffs active as if the match had just started again... Removing the ability to not heal in overtime would be completely absurd and was never suggested.

This also has nothing to do with me in tournies and has been brought by numerous players here in the past...

Re: Tourney OT:

Posted: Thu Aug 20, 2009 12:43 pm
by tekai
Alright well thats a better explination.

Who eats a senzu bean at the end of a fight in uo. that doesnt even make any sence faust. If you stay at 20% mana the whole fight, not waiting for combo, knowning at the end you will get a full mana bar thats cheap.

Lame suggestion

Re: Tourney OT:

Posted: Thu Aug 20, 2009 12:47 pm
by Hemperor
Personally I think sudden death is fine as is, wouldn't mind really if it changed though. If I'm in the last minute, I'll save my mana and keep my health up.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 12:52 pm
by Faust
It's cheap if you play defense the entire time running around and healing until overtime kicks in hoping to get lucky for the only way to ever get a win.

The whole reason behind this suggestion is to make it more "skillful" for the better duelist. Instead of allowing gimps to run around using "cheap" tactics(as you just touted) it would fix the majority of ALL the cheap tactics being used in them right now.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 12:56 pm
by tekai
Again, Healing the whole time, and staying low on mana, and then getting a full mana bar is far more cheap then prep'ing heal a few times in the fight. You are suggesting something that will help the defencive player.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 1:07 pm
by Faust
If that is what you want to believe so be it.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 1:34 pm
by Hoots
how about, no OT. Would it be possible to total the damage done during the allowed time? (Sum Hit points taken)

So make it no OT, ist tie breaker is total damage done, if you need more than one tie break just flip a coin.

Seems fair (if possible), advantage goes to attackers.

Although, would this gimp any templates?

One vs One is one thing, but support chars are somewhat of a justified tactic in 2's and 3's...

Re: Tourney OT:

Posted: Thu Aug 20, 2009 1:46 pm
by Faust
Total healing and damage would be better in my opinion for something like that...

Re: Tourney OT:

Posted: Thu Aug 20, 2009 1:49 pm
by Hoots
Faust wrote:Total healing and damage would be better in my opinion for something like that...
What do you mean? total damage dealt - self hit points healed = your score? If you are dealing more damage the other guy would be obviously have to heal more so it is a double whammy

or were you thinking about adding them togethor?

Re: Tourney OT:

Posted: Thu Aug 20, 2009 1:53 pm
by Faust
The total healing and damage that you do in a match/duel during a tourney depends on who wins the fight instead of overtime like you suggested.

For example:

Player A:
Healing Done - 250
Damage Done - 500
Total - 750

Player B:
Healing Done - 300
Damage Done - 400
Total - 700

Player A would be considered the winner in this situation since he has a combination of both higher than his opponent, etc... That way if a support fighter is pure defense he will have a higher healing rate than normally and vice versa if it was a DPS fighter.

You would also have to take into consideration of allowing or disallowing overkill/overheal, meaning excess damage or healing in both situations exceeding the HP cap.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 2:16 pm
by Hoots
Faust wrote:The total healing and damage that you do in a match/duel during a tourney depends on who wins the fight instead of overtime like you suggested.

For example:

Player A:
Healing Done - 250
Damage Done - 500
Total - 750

Player B:
Healing Done - 300
Damage Done - 400
Total - 700

Player A would be considered the winner in this situation since he has a combination of both higher than his opponent, etc... That way if a support fighter is pure defense he will have a higher healing rate than normally and vice versa if it was a DPS fighter.

You would also have to take into consideration of allowing or disallowing overkill/overheal, meaning excess damage or healing in both situations exceeding the HP cap.
Gotcha... i wonder if possibly it should be total damage + say .8 or .9 (healing).

otherwise, a turtle template could be used for zero offense except for a last minute dump to try and win.

at a 1 to 1 you could attack me all match and i could just heal and we would be even in points and the healer would most likely be in a better postion at the end. taking a small percentage off healing shouldnt gimp support chars that much.

This would also be more inline with the theme of tourneys being intended to be offensive matches with advantages going to the attacker.

edit, or just say in 1 vs 1 it is straight up damge done vs damge done and only add healing into 2's and 3's..

Re: Tourney OT:

Posted: Thu Aug 20, 2009 2:24 pm
by Faust
Hoots wrote: at a 1 to 1 you could attack me all match and i could just heal and we would be even in points and the healer would most likely be in a better postion at the end. taking a small percentage off healing shouldnt gimp support chars that much.
This is why that I suggested "overheal" should be considered with a system setup like this for an overtime decision process. For example, let's say you hit with an ebolt for 10 damage on someone with a 100hp and that person decided to use his greater heal spell with a value of 50 anyways to heal himself completely. The excess amount healed(40 damage) would not be applied lowering the effective rate that healing can put forth into the "tallied points" for the participates. This would give those that are dealing damage a better outcome since a heal would only be tallied for the amount is used instead of the amount it could have been.

The same should apply on "overkill" for GvG matches that deal more damage than is necessary to kill the opponent.

Re: Tourney OT:

Posted: Thu Aug 20, 2009 2:30 pm
by alatar
How about when OT kicks in the match restarts just as it would when it began originally, except that when the wall falls, the ability to heal (normal OT mechanics still apply) is removed..

Both players would be at full health, mana, and stamina.. I don't see any way how this could be in advantage for either player.