I'll say it straight. Our battle formation, the bellowed static 3x3, sucks
donkeyballs. Now what I mean here is purely how it works in-fight.
For some reason our epic monster slayers with thousands of battles worth of
experience become lobotomized cockroaches when fighting start unable to move
on the field and just sit stupidly waiting stuff to happen on their own every
3sec (BatMud battle in nutshell with little exaggerating).
Case 1: If tank gets thrown out our mages decides to make a 10meter run behind
everyone to frontrow with his/her wand swinging and when tank gets back he
sits like an idiot in backrow watching everyone else fight.
... Think this for a second - retarded isnt it?
Case 2. Archmage of batmud is leading a band of heroes. But there are ladders
they need to climb one by one to get to the demon. Just because this backrow
glasscannon didnt name someone else in charge while they climb the ladders he
finds himself from the freaking frontrow melee-slapping the demon even though
all the tanks went in to challenge it first.
- Make it so that battle formation wont change on its own because of the
normal fight, ever.
- Rather then members hopping into first row enable monsters to hit the first
one of the column despite what row he sits in if no one is in front of him.
- Enable in-fight replacement when done by the member himself and the slot is
empty. If want, make it to have 1rnd movement time.
Partymember: p place 3,1 -> partymember starts moving into spot 3,1
(I dont want to see leader instaswap all members around either)
- Enable party swap command for everyone outside battle... or toggleable for
the leader if wants off
Before we get started: I promise nothing. I also deny everything.
I'm not going to address everything that was discussed here, but I would like
to discuss the current ambush situation. As far as you mortals know, there are
the following ways to avoid ambushes:
-- high dex
-- high int
-- high leadership in the party
-- riding a fast mount
-- ambusher is very low level
-- you recognize the ambusher's tactics
-- liberator vs. evil, and
-- everyone's favorite, you are already dead or unconscious
Now there are probably others too (spells, senses, eq etc) but the point is, a
high-level party probably has a lot of these wandering around, and quite
frankly, a HIGH-level party should be fine with that. It's one of the benefits
of having enough firepower to destroy a building with your face. I am very
reluctant to remove "ambush-free" for the highest of high-level parties,
because quite frankly, I'm not sure they deserve that. If a wizard wants a
monster to screw the parties anyhow, they can do so intentionally or mimic the
effect with stuns. But if 9 people with ranks I-V are going after, say, King
Leo, I don't want his summoned 50k exp guards to be the reason the healer gets
snagged and dies. Funny, but probably not conducive to good gameplay.
Now I will fully admit that the current code is pretty harsh on newbies. Most
players under 45 don't have the stats, skills, or party leader to get them out
of a jam. I am tempted to review the situation when it comes to low-level
players vs. low-level monsters to improve the scaling and give them a fighting
chance. But I don't have any plans, at this time, to break "ambush free"
without reviewing the monsters high-level players could potentially get
screwed by.