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Old 12-23-2007, 10:00 AM   #21
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Quote:
Originally Posted by ljwolfe
umm yes. i've seen people train to do it in tae kwon do.
Well, the evade chance in reality is the same, but the accuracy chance in reality is different: in favour of a punch or a weapon in close range.

And Valorius, I don't think one could keep his cool if meteors were raining down everywhere and giant illusionary skulls were spinning around people's heads...
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Old 12-23-2007, 11:31 AM   #22
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Well ljwolfe it's a video game, not real life. Have fun or go play counter strike. Geez.
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Last edited by aardvak2669; 12-23-2007 at 12:27 PM.
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Old 12-23-2007, 07:46 PM   #23
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yes, it's a game and it's supposed to be fun. The stupid miss rate is not reasonable nor is it needed. I like the game otherwise, and this should be a simple fix.
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Old 12-23-2007, 07:57 PM   #24
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hey bad talking great coder. Show me the code!
If you can code a dice, you will realize that bad luck raws are a posibility.

And yes, counter strike is fun for coders and there is no stupid miss rates there. Only stupid people. You should try.
Edit: @xeph: last line was ironic. real coders play their own coded games.
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Old 12-23-2007, 08:08 PM   #25
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Real coders play botwars, no CS, which is full of noobs.
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Old 12-23-2007, 09:34 PM   #26
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Quote:
Originally Posted by Snoid
hey bad talking great coder. Show me the code!
If you can code a dice, you will realize that bad luck raws are a posibility.

And yes, counter strike is fun for coders and there is no stupid miss rates there. Only stupid people. You should try.
Edit: @xeph: last line was ironic. real coders play their own coded games.
who's talking about bad luck? high average miss rates over thousands of arrows have nothing to do with luck. I am not talking about miss streaks only. I am discussing OVERALL miss rates. There's a difference. I have coded games, and probabilities and distribution curves are coded in. Although random number generaters can be used, you can also set the average success rate then use the rng from there. take some statistics classes, son.
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Old 12-23-2007, 09:53 PM   #27
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Quote:
Originally Posted by ljwolfe
who's talking about bad luck? high average miss rates over thousands of arrows have nothing to do with luck. I am not talking about miss streaks only. I am discussing OVERALL miss rates. There's a difference. I have coded games, and probabilities and distribution curves are coded in. Although random number generaters can be used, you can also set the average success rate then use the rng from there. take some statistics classes, son.
Exactly, the hit chance code is a stupid algorythm, that should include the stuff you do to "buff" up the values of the algo, but it seems that it doesnt count it correctly in this game :P
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Old 12-23-2007, 10:58 PM   #28
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yes. I have shot 200+ arrows with dexterity differences of 30 pts, and I haven't seen a difference. Similar results with concentration. Similar with eagle's eye, etc. Often it seems that the buffs do exactly the opposite of what they are designed to do.
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Old 12-24-2007, 01:30 AM   #29
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Quote:
Originally Posted by Necrovarus
And Valorius, I don't think one could keep his cool if meteors were raining down everywhere and giant illusionary skulls were spinning around people's heads...
Can't be any worse than a mortar or rocket attack. In fact, it's nowhere near as bad...a 'typical' 120mm mortar airburst has a 50+ meter APERS lethal radius. A typical mortar platoon is six mortars firing on a single target area in conjunction, and a typical mortar fire for effect is 5rds per gun.

After a 5 second heavy mortar barrage a regnum fort, and everything around it for a 100 meter radius would cease to exist.

And yet today's soldiers can still stay calm, collected, and deliver lethal fire.
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Old 12-24-2007, 03:23 AM   #30
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Quote:
Originally Posted by Valorius
Can't be any worse than a mortar or rocket attack. In fact, it's nowhere near as bad...a 'typical' 120mm mortar airburst has a 50+ meter APERS lethal radius. A typical mortar platoon is six mortars firing on a single target area in conjunction, and a typical mortar fire for effect is 5rds per gun.

After a 5 second heavy mortar barrage a regnum fort, and everything around it for a 100 meter radius would cease to exist.

And yet today's soldiers can still stay calm, collected, and deliver lethal fire.
I can't find any Tear Apart here
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