Dummy to Fight...
issueid=2354 01-23-2016 04:24 PM
Fr3aKeD
Dummy to Fight...

So, to be able to create a dummy using skills through leatherworking to create the body, woodwork to create the pole in which it stands then architecture to place it and build it with those mats.

It will be able to be like a Critter where it will have HP, certain amount where the dummy will eventually break and disappears, you get points for weapons while attacking it but like ten times less(or whatever is decided) XP for the skill you are trying to up, this will also teach where to hit and swing / power button while holding either right or left mouse buttons.

To make it where it isn't overly used, one person is only allowed to have 1 dummy at a time, and there is a Cooldown to when it can be built again, yeah, there can be a few people that can just rotate but that is what a tribe is for anyways, to work together. But it can be made where you can put a Dummy with in a certain amount of feet of each other? or something like that.

-Edit-
Someone mentioned something about a macro, there is a way to go around this, When you hit it the thing moves from the hit putting it in a random location so you have to find it again can't just go using a macro to kill it.

Supreme mats and Junk mats will make the HP of dummy biggest difference for example junk would make it like less then a chicken versus supreme making it like a mule deer. it's up to the vote of it but still.

Also adding that if dummy is made, the creator gets the cooldown and also no one can create a dummy with in that area of that cooldown.

This game is about the realism right? We in real life train by making a dummy and/or wailing on eachother to train.
Issue Details
Issue Number 2354
Issue Type Feature
Project Suggestions
Category Unknown
Status Acknowledged
Priority 5 - Medium
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 5
Votes against this feature 6
Assigned Users (none)
Tags (none)




01-23-2016 04:37 PM
Xsyon Citizen
Someone mentioned something about a macro, there is a way to go around this, When you hit it the thing moves from the hit putting it in a random location so you have to find it again can't just go using a macro to kill it.

01-24-2016 02:04 AM
Xsyon Citizen
Basically you want to raise your combat skills without having to risk your ass.

01-24-2016 10:48 PM
Xsyon Citizen
Not really, more like tired of having to search for little critters to grind off of. Sometimes you find groups of em but the other day i went like 2 zones north near the coast and couldn't find but 2 the whole way up till i finally gave up and came down found a deer to fight to either die or win. Obviously i lost cause i don't have the skills that high yet. So, i was saying we could make this so we can. we don't have to make this easy to make, like lvl 80+ skill and obviously supreme mats will last longer then junk but still, you're aren't going to get like tons of levels by grinding off the dummy cause it's far less XP and then there is that it wont last long cause again, Cooldown of making it again is also there and plus can't make 1 with in the same distance of the one previous made with in that cooldown unless you have another person make it and the HP from supreme is not going to be very much anyways like fighting a chicken at junk level vs i don't know a mule deer at supreme? it will depend on what we or the creator wants really.

I don't know but i noticed we have as much realism as possible right? i mean, isn't training combat on dummies part of the real world?

01-25-2016 02:44 AM
Xsyon Citizen
Revenants, there's more than enough of them in medium and higher danger zones to go around, find a bunch with Revs under 80 HP and kill them, 3 hours later most if not all will respawn so you can go back later and do it again.

My Kajada character wouldn't have combat skills in the high 80's without them.

01-27-2016 05:53 AM
Xsyon Citizen
Before the server split (when any non tribe member could attack another player) you could log your main and an alt and use your alt as a 'dummy' for about 6-9 hits. rest the alt and repeat. Extremely slow way to skill and not worth bothering with, IMO, but it was possible and kind of funny when you killed your own alt. Once you are able to take on small animals up to say dog size you would not bother with a dummy at all. That being said...

I think the idea for a combat dummy is a great idea. There's no reason it could not be implemented with some kind of macro safeguarding and limited durability so that it would not be exploited but still give some modest skill improvement especially for lower skilled players. This could help new players push past that early stage where they feel like every hamster and rabbit is a death sentence if they attack it. +1

These dummies, with a little further coding, could also be used for decoration purposes if players were able to put clothing items on them and place them within tribe boundaries. Making them label-able would also be a nice touch. (any items placed on a dummy would be lost and confer no added armor or bonuses but the appearance of said item would show up on the dummy in the correct location/ body part.) Going a bit further, each dummy when made could be one of about a dozen different random emotes that would display when clicked/ highlighted. ie: Sad Dummy, Shocked Dummy, Clueless Dummy, Vigilant Dummy, Etc.. And, a dummy when placed in/ near a garden or planted area could provide a slight increase in maturity times for all plants within a certain radius.

Heck, you could even have them randomly drop off Revs as a trophy item 'Desiccated Revenant' or 'Mummified Revenant'. Remove innards with skinning, stuff with grass & foraged potpourri of flowers/ herbs, and stitch up with tailoring.. BAM: 'Happy Revenant Dummy' on your front porch.

01-27-2016 11:24 AM
Xsyon Citizen
I like this idea as well.

01-27-2016 06:30 PM
Visitor
The ability to use an ally or alt as a sparring partner was something I recalled as well. Whether or not there are other effective methods for getting your combat skills up or not isn't the point, different people and play styles will always have us doing things different ways. Some, have no problem going out and fighting their way up, some aren't as strong or gifted with combat skills and need to go more slowly, still others find themselves losing more than gaining even tho they're trying. We need to have different ways to accommodate different playstyles. Someone shouldn't be left out of the combat in the game just because they can't find enough small critters to fight....and fighting small critters, btw, is a slow grind for combat as it is, if you're in an area where there are few to no critters running around, good luck.

Some, like Bejaymac, enjoy hunting revs, and it shows, others may not want to bother with them or again, not enough small ones to make it all that effective.

Bringing back a way to have a 'sparring partner' is a good idea. I like the additions Wasteland mentioned as well. Gather some materials, and craft a dummy. Maybe the quality of items gathered determines how long the dummy sticks around before being 'destroyed' or determine whether clothing could be put on the dummy for modeling purposes, etc.

I say .....bring on the dummies!! ;)

01-27-2016 07:02 PM
Xsyon Citizen
Only way I say bring them in is if macroing is not encouraged. How to do that is simple, it will help the economy also.
Make them break and need mats to repair them and costly and skilled can build them.
This way macroing is not really an option because they break and need to be repaired. Also they are costly and encourage trade.
Lower your skills the less they need to be repaired. Higher skilled players will break them rapidly, to encourage high skilled combat players to go out hunting.

01-28-2016 05:19 AM
Xsyon Citizen
Quote Originally Posted by MrDDT
Only way I say bring them in is if macroing is not encouraged. How to do that is simple, it will help the economy also.
Make them break and need mats to repair them and costly and skilled can build them.
This way macroing is not really an option because they break and need to be repaired. Also they are costly and encourage trade.
Lower your skills the less they need to be repaired. Higher skilled players will break them rapidly, to encourage high skilled combat players to go out hunting.
i was pretty against this idea, but is actually a really good compromise that would stimulate crafting.

01-28-2016 01:52 PM
I'm pretty sure UO had training dummies that allowed training but only up to some low skill level (25 or so). Right?

01-28-2016 04:05 PM
Visitor
Yes UO had a training dummies that allowed for skill gain up to 25. Wurm Online also has the same thing you can get weapon skills up to 20.