Increasing attack last throttle delay

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Vlastslav
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Re: Increasing attack last throttle delay

Post by Vlastslav »

No there isnt and just because Choppa lost a duel this weekend and randomly posted a suggestion to change the mechanic that beat him doesnt mean it should be done. Again, even the current delay is too long and didnt exist on osi. Everything in UO has a counter, and the counter to 2 second halby swings during this era was attack last. Get over it.

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Re: Increasing attack last throttle delay

Post by Hemperor »

Vlastslav wrote:No there isnt and just because Choppa lost a duel this weekend and randomly posted a suggestion to change the mechanic that beat him doesnt mean it should be done. Again, even the current delay is too long and didnt exist on osi. Everything in UO has a counter, and the counter to 2 second halby swings during this era was attack last. Get over it.
wrong. Action delay ftw
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Eulogy
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Re: Increasing attack last throttle delay

Post by Eulogy »

If we want to hop the era accuracy bandwagon here, then think about this; THERE WAS NO ATTACK LAST TARGET IN T2A.

Now it isn't really feesible to remove this razor feature, but the attack last throttle delay forces the feature to function more accurate to T2A.

A few months back when this issue was first discussed, I voiced my opinion that one second delay wasn't going to be enough. I guess I was right.
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Faust
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Re: Increasing attack last throttle delay

Post by Faust »

Attack last along with many other new macros arm/disarm, pause, etc.. was added with the 800x600 client in mid '99.

Kraarug
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Re: Increasing attack last throttle delay

Post by Kraarug »

Faust wrote:Attack last along with many other new macros arm/disarm, pause, etc.. was added with the 800x600 client in mid '99.
The day we went form the chest to the castle.

It seems most people didn't know that you could use Attack Last as a tactic and in this manner. It's era accurate though.
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Mung
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Re: Increasing attack last throttle delay

Post by Mung »

its getting sickening out of the 10 fights i have found in the past few days 8 of them spammed attack last the other 2 did not but that is because they actually know how to fight. It has nothing with duels and just cause choppa calls his fights' 'duels' does not mean it was not in the field, it does not mean that either party chugged a couple potions and it doesn't mean they did not use magic or dp weps what he is saying though is the fact that even with a 1 sec delay on attack last; by holding it in you still are able to punch out after every spell above circle 3 , and i certainly don't plan on spamming fireballs at attack last spamming kat wielder. my suggestion would that auto defend could be changed to when first aggressed, when physically stuck by weapon or spell, and that attack last would only be used to attack last AFTER you tabbed and prepared your spell. attack last spam is its own interrupt and I am sorry but with the average caliber of player on this server fights are just retarded because we all live in 2009, FOR TRUE ERA ACCURACY HOW ABOUT DEMANDING THAT WE HAVE NO PROCESSOR HIGHER THAN PENTIUM III and NO RAM ABOVE 512, YOU MUST CONNECT TO UOSA WITH A CONNECTION OF 128kbs or less. That will be era accurate. Another suggestion would be to completely remove razor and connect to uosa via uogateway or another connection tool that does not have built in macroing options, which never existed in the real T2A, this isnt Hybrid but if your not going to limit connectivity, or implement 100% of T2A time period, then atleast you should be able to implement something that is not proven to be era accurate or disproven for that matter. Simply, remove auto defend, pvp will be the best it has been since I have started. I play all styles of character and even when Im playing a dexxer and all i need to do is attack last, i still only do it for the occassional punchout not spam, holding in attack last is just the easy way out imho, and your just too damn lazy to win using timed tactics.

I also believe up until a couple weeks ago that PVP in UO was like Chess, you had to guess their next move, well their hardly is a next move when your just spamming attack last and ghealing yourself.

People have to realize that playing as i would call that defensively, hardly nets you the chance to actually kill the person, because there is no offense.

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Re: Increasing attack last throttle delay

Post by Kraarug »

Mung wrote:its getting sickening out of the 10 fights i have found in the past few days 8 of them spammed attack last the other 2 did not but that is because they actually know how to fight. It has nothing with duels and just cause choppa calls his fights' 'duels' does not mean it was not in the field, it does not mean that either party chugged a couple potions and it doesn't mean they did not use magic or dp weps what he is saying though is the fact that even with a 1 sec delay on attack last; by holding it in you still are able to punch out after every spell above circle 3 , and i certainly don't plan on spamming fireballs at attack last spamming kat wielder. my suggestion would that auto defend could be changed to when first aggressed, when physically stuck by weapon or spell, and that attack last would only be used to attack last AFTER you tabbed and prepared your spell. attack last spam is its own interrupt and I am sorry but with the average caliber of player on this server fights are just retarded because we all live in 2009, FOR TRUE ERA ACCURACY HOW ABOUT DEMANDING THAT WE HAVE NO PROCESSOR HIGHER THAN PENTIUM III and NO RAM ABOVE 512, YOU MUST CONNECT TO UOSA WITH A CONNECTION OF 128kbs or less. That will be era accurate. Another suggestion would be to completely remove razor and connect to uosa via uogateway or another connection tool that does not have built in macroing options, which never existed in the real T2A, this isnt Hybrid but if your not going to limit connectivity, or implement 100% of T2A time period, then atleast you should be able to implement something that is not proven to be era accurate or disproven for that matter. Simply, remove auto defend, pvp will be the best it has been since I have started. I play all styles of character and even when Im playing a dexxer and all i need to do is attack last, i still only do it for the occassional punchout not spam, holding in attack last is just the easy way out imho, and your just too damn lazy to win using timed tactics.

I also believe up until a couple weeks ago that PVP in UO was like Chess, you had to guess their next move, well their hardly is a next move when your just spamming attack last and ghealing yourself.

People have to realize that playing as i would call that defensively, hardly nets you the chance to actually kill the person, because there is no offense.
Couldn't you get 2.75 seconds of distance between you?

I know this sucks but both auto defend and attack last are T2A era accurate mechanics. In the nearly 10 years since attack last has been in the game people have found a way to use it.

You think this is frustrating? The PvP here isn't like 1999 OSI mostly because of 2009 connection speeds. It takes forever to a dexxer to kill a mage here, if he can even land a skill shot, because of fast mounts and the 'no advance while moving' timer. These mechanisms were mostly masked in 1999 because of slow connection speeds. The fact is though, it seems mechanically sound and thus part of this shards mission and as close as Derrick can make it without 'making stuff up' and becoming a game designer.

So, does attack last suck? yeah, it does but like other things that don't really seem to work well now in 2009, that mechanic simply is the way it was.
Last edited by Kraarug on Thu Jun 04, 2009 7:38 am, edited 1 time in total.
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malice-tg
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Re: Increasing attack last throttle delay

Post by malice-tg »

Choppa X wrote:After doing a lot of dueling in the current system, there are still a few flaws. The most detrimental would be the people that are still holding down attack last even with the 1 second throttle put in. With the tab throttle, there is no way to avoid punching with someone holding attack last down.

Let's just say two people are dueling. One guy is dumping on the other, and all the guy getting dumped has to do is hold down attack last while chasing and spamming mini heal in order to make the dumper lose their next hit and thus not kill the person. The best solution to this problem that I can see is increasing the cooldown to 2 or 3 seconds instead of one. People will still be able to attack last when they want, but will need to time them effectively instead of just holding down a key.

This is really the only serious flaw I can see with the current system, other than the random interrupts which I am biased on to begin with.
the only flaw is that the throttle is even noticable by the human eye.

this post shows the real reason you want the throttle in and its so you can have fun duels

this is not accurate. this change AND the current throttle to attack last throttle is really "inaccurate" for a number of reasons.

-hiders
-aoe spells
-chugging dexers


they all u require the hefty use of attack last spam. i still stand by the throttle being so low that it was unnoticable by the human player.. it was not this long delay it either did not exsist or was the absolute minimum delay possible for server lag concerns.

this server is about accuracy not duel fun.

im sorry choppa but this is too far. the last change you pushed for that passed is dreadful.

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Re: Increasing attack last throttle delay

Post by Finesse »

choppa moans alot

honestly imo it should either be removed or be no trottle at all. the only way it works is one or the other.

this system we are playing is 100% better than when i started i dont see how anyone can moan about the blaitent improvements issues i have with era accuracy are...

eq dmg not being correct it should be 20dmg
and eb delay not being based on distance.

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Re: Increasing attack last throttle delay

Post by Faust »

Earthquake has been verified through the UO demo code that it uses the formula "( TargetMaxHP - TargetHP ) / 2" when dealing damage. This same formula was used through out UOR and mentioned in many locations such as stratics, but there has never been a mention of it that I am aware of on any other web site before the UOR era.

Energy Bolt damage delay is one second and always has been one second. This was also confirmed on the demo and even including modern UO. Both the demo and modern UO the damage delay was one second. It didn't matter if you casted on something being directly on top of you or the max distance. This can easily be tested on the demo by using flower bags to block an npc out in the forest. You record two videos for minimum and max distance casting on the target. Load those videos up into a video editor program breaking the frames down. I was able to break it down to 7/100 of a second in my program. There is absolutely no doubt that the damage delay on ALL spells is one second besides instant damaging spells like harm.

Attack last more than likely did have a throttle for the record. All actions that I have tested has some sort of a throttle on the demo. Some of the most oddball actions use one. For example, opening your paperdoll gump, status bar, etc... all used a throttle. I am hoping that we can pin point the exact nature of the throttle eventually.

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Re: Increasing attack last throttle delay

Post by malice-tg »

attack last isnt an action tho like double clicking and opening items.

u can test it easily by dbl clicking a health bar and trying to chug pots

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Re: Increasing attack last throttle delay

Post by Mjolnir »

Attack last is by far one of my only major complaints left with the pvp system. It's ridiculous having people spam that shit, if you plan on winning a 1v1 encounter on the field with someone competent spamming that along with having pots and magics at their disposal, give me a break. There needs to be some form of throttle to moderate it's abuse, just like tabbing.
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Re: Increasing attack last throttle delay

Post by Faust »

malice-tg wrote:attack last isnt an action tho like double clicking and opening items.

u can test it easily by dbl clicking a health bar and trying to chug pots
Attack last is a form of double clicking if you break it down into perspective. It's just like the last object macro that double clicks the last object such as a bag, etc... When you attack someone you're essentially using a double click method regardless of the situation. There are numerous events that performs an action through the double click method. For example, double clicking your character to load up the paperdoll is attached to the action delay. The same good be said for double clicking items, other characters, npcs, and just about anything for that matter that involves a double clicking to perform an action.

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Re: Increasing attack last throttle delay

Post by Sultani19 »

Oh my god.. I can't believe people are even arguing with choppa.

This is absolutely 100% necessary for good pvp mechanics.

A player holding down a button to make the opponent lose their weapon swing rather than using the attack last feature properly is absurd.

Yea, it wasn't like that on OSI, but neither was someone being able to constantly double click you while casting and moving either.

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Re: Increasing attack last throttle delay

Post by Kaivan »

Just to add a small note, while attacking a player is indeed a type of double clicking, there were no restrictions placed on double clicking a person to attack them. In both the demo and on live OSI servers, a player does not receive a "You must wait to perform another action message." when attacking through double click or through attack last. Given those results, it is a near certainty that attacking an opponent was considered a special action that did not obey the rules surrounding other actions including dragging, and double clicking a physical item for use.
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Useful links for researching T2A Mechanics

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