If we are looking for ways to make the game more ‘combat friendly’, we should first look at what we are fighting and how we stop them.
The reason evo was put in was, afaik, to make endgame more challenging. and it was/is.
But, for the most part, and up until very recently, guns were not a threat, npcs were not a threat, and even the evo was pretty controllable. Were fighting overgrown rats and bumblebees. Ants the size of tabby cats.
their armor piercing potential is limited, their intelligence is questionable, and their combat in general is questionable. I think part of that is because kevlar vests and the like protect for so much. I have endgame monsters that do 40+ damage, I have midgame monsters doing 25-35. this still isnt always enough, but I can always boost their numbers to take advantage of the coverage system. Problem with coverage system is that of all-or-nothing.
If we want to make combat more friendly, dont allow people to heal any more than they are now; taking responsibility for your actions/dealing with chance is something we should be commending. I believe it even if the devteam isnt behind that logic completely. But, perhaps partial armor coverage would help? Instead of all of the damage bypassing armor, a failed roll can block some of it?
Perhaps we need to relook at acid/fire. Weve been working on the assumption people are walking in it. and they are. But also that they are walking into puddles of it. These enviornmental hazards represent a threat that is fixed by leg armor. and we grant the endgame armor kooshy bonuses to resistance with low, low, very low encumbrance. These endgame armors protect the legs, and we ignore the arms, head, et al. Ive seen more targeted attacks. Id like more, I thought it was good.
What we are dancing around is the disparity between the monsters of the game and bullets, and the protection being skewed to the latter… But we are finding out now, with more guns in the game bu hostiles, that it isnt enough. We lack a cover system, and we end up ignoring monsters and the idea that they arent trying to get under your armor.
We should be taking down armor and increasing dodge and encouraging noncombat or combat specialization. because in the wild its inevitable that a fighter in constant fights will be struck down.
Ive got more about it, but we should be focusing on making combat serious and perhaps more on stealth and alternatives than making combat a joke or casual in the EG or even MG. Did risk/reward go out a window?