Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
I must say I don't remember them being that fast either.
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
Assuming you mean Teratheans and Ophids. The speed of these creatures was commented on by many players, but the biggest indicator that they were moving too slow was the jumpiness of their animation at their previous speed. We moved them up a single step, and their movement looks proper now anyway, but i will of course continue to listen on this issue, and hope that something comes up that either confirms or refutes these changes.Lo Pan wrote:why such a drastic increase to the speed of these creatures? granted its been a long time since i played t2a but i don't remember them every being that fast. (aside from silver serpents)
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Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
yes, to clarify i did mean terrathians and ophidians. sorry for not specifying in previous post. well in any event, it just seemed to me that the jump in speed was pretty drastic and i just was curious as to why. thank you for the quick reply.
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
I agree, I remember silver serpents were the only creatures that could move without pausing between stepsLo Pan wrote:why such a drastic increase to the speed of these creatures? granted its been a long time since i played t2a but i don't remember them every being that fast. (aside from silver serpents)
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
Creatures were dreadfully slow during the pre-t2a time frame as shown on the demo.
I don't remember most creatures being quick at all. Most creatures became very quicker during the UOR time frame.
One creature that I do remember being pretty quick without pauses were EV's though.
I don't remember most creatures being quick at all. Most creatures became very quicker during the UOR time frame.
One creature that I do remember being pretty quick without pauses were EV's though.
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Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
good for you.Faust wrote:Creatures were dreadfully slow during the pre-t2a time frame as shown on the demo.
I don't remember most creatures being quick at all. Most creatures became very quicker during the UOR time frame.
One creature that I do remember being pretty quick without pauses were EV's though.
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Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
Nice waste of bandwidth as usual, but nothing new there, eh.HI IM MIKE wrote: good for you.
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
I remember EV's being faster as well. Some of this could be attributed to the increased lag that existed during the era, but they were definitely faster. A friend of mine used to pk by casting ev and spamming para to slow the target down....was an effective tactic at the time.
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Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
Defintely true, benny.
This is exactly the same thing that I remember with them.
This is exactly the same thing that I remember with them.
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Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
Agree.Faust wrote:Defintely true, benny.
This is exactly the same thing that I remember with them.
I spend/spent alot of time on foot, and an EV meant certain death.
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
I remember I was on a college T1 in 1999, and I was pinging 300+ ms to the live servers (with an average of probably 1% packet loss). EVs are pretty fast as it is, against someone on foot, and I could see them being sure-death if you're pinging 300ms.
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
So the animations are ment to look smooth at the creatures speed?
I've noticed a lot of things, such as pack horses have really jumpy animations, should creatures not be able to keep up at walking speed? currently there are very few monsters i found that cannot be walked away from.
I've noticed a lot of things, such as pack horses have really jumpy animations, should creatures not be able to keep up at walking speed? currently there are very few monsters i found that cannot be walked away from.
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Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
RunUO may have been break through emulation software for Ultima Online, but their code for the movement of npc's has been the worst of the worst for any emulator out there.
This has been something that no shard has ever been able to fixed for some reason.
The movement when a creature is block would be a great example of this. The creatures will jerk around walking back and forth when they should simply stand still in the blocked state watching their combatant.
This process is very apparent on the demo since pathfinding never changed from that point until the SmartAI adjustment during or a little after the UOR publish.
This has been something that no shard has ever been able to fixed for some reason.
The movement when a creature is block would be a great example of this. The creatures will jerk around walking back and forth when they should simply stand still in the blocked state watching their combatant.
This process is very apparent on the demo since pathfinding never changed from that point until the SmartAI adjustment during or a little after the UOR publish.
Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
I can't speak for how they are now, I haven't checked out the keep since the patch.
But I certainly remember teras and ophidians (especially) being much much faster on OSI in t2a than they were when I went there a month or so ago.
The "Courtyard" if you will, in tera was ridiculous, and almost certain death back in the day.
But I certainly remember teras and ophidians (especially) being much much faster on OSI in t2a than they were when I went there a month or so ago.
The "Courtyard" if you will, in tera was ridiculous, and almost certain death back in the day.