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"Start fight" button

Started by aurel1 [1046304] Admin on in Attacking.

8 replies · 433 views · thread synced · 3 days ago · View on torn.com
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kyle8048 [488020] ×1

aurel1 [1046304] Admin Staff

From now to start the fight you should press the "start fight" button. If there are more than 1 player in current attack, new log entry will be added ("'someone' joined the fight").
aurel1 [1046304] Admin Staff
kyle8048 [488020]Guess now this means we can wait a few seconds for everyone to join before hitting

Yes, but stats will be reduced only after first hit, so this will not provide any kind of advantage.

Mentions: kyle8048 [488020]

Beetlepimp [1761621]

I am not particularly fond of this new addition to the attacking system interface. The "Start fight" button seems rather inconsequential from a gaming perspective, rendering it to be largely inconvenient for the most part. Ideally, users should be automatically prompted to the attack screen, rather than have to manoeuvre their way in and out of the attack phase.

These are just some of my honest thoughts.
wolvie [1057741]

This will help reducing wasted E when two fac mates unknowingly end up attackibg same target during tight wars.
Butters [34298]

I'd like to see a short timer put on group attacks as the mechanic where the target is constantly "busy" switching the focus of their "attention" to different players while they are getting hit repeatedly is a little off-kilter.

If a player is being hit by 2 or 3 others then they should be attacking one of those 2 or 3 others back each round (ie. if they are hit then they retaliate against one of the players that has just hit them) even if they miss.

Right now the group attacking system is a bit overpowered and in my limited experience if you're pitted against two or three players with maybe half your stats then there is virtually no risk for them unless they've started on low life, given the sheer volume of hits they can get in and stat penalties applied to the target - is that what was really intended?

The other thing that needs to be attended to is the ability to lose in a group attack, get a revive and re-join the group attack again - it should be a case of if you lose then you're out.

It might also be worth considering a short countdown timer in which the next hit has to be done in order to continue the attack (eg. maybe a 15-20 second timer in which the next attack must be done or the target sneaks away) as being able to sit on a group attack for a couple of minutes without hitting so that more players can join in is a bit iffy as well.