Weigh in on new disrupt changes

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
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What are your thoughts on the new delays?

They are horrible.
14
37%
They are O.K.
3
8%
I don't know yet.
11
29%
They are great.
10
26%
 
Total votes: 38

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Hemperor
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Re: Weigh in on new disrupt changes

Post by Hemperor »

Accurate or not, I really don't care at this point. Been here over a year and there has been at least 5 occassions where I though, "OKAY, FINALLY, pvp is done changing.." I'm sure we'll see it completely change again. Who's to say the interrupts are correct this time?

Anyways, back to my point. Accurate or not, the pvp is completely slaughtered. You dexxers, tamers, pvmers can come in here and chime all you want...that's fine. It doesn't change the fact that there is absolutely no skill to the pvp now and I hate to say it, you're most likely going to see a lot of pvpers leave after a week or two of this. Not saying anything should be changed without a basis for it, just informing you all that I don't think this is even playable for majority of pvpers.

Another thing to remember, this is worse than harm spam on any other shard, our mini heal heals less.
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Re: Weigh in on new disrupt changes

Post by Hemperor »

I hope nothing is done about this unless it's accurate, but for the sake of the shard I hope the way it is currently isn't accurate. I honestly can't see myself playing on this shard with the pvp like this, I'm sure many many feel the same. This isn't a "change this or I'll quit" post, I know things don't operate like that here.

Can we get a staff reply saying if this is 100% or not?
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Re: Weigh in on new disrupt changes

Post by HardCore »

Good thing UOSA still has 100+ other things to do besides 1 v 1 duels.
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Re: Weigh in on new disrupt changes

Post by Hoots »

Give it some time all. Everyone is raging out and the patch has been live for 12 hours or so..

People are always going to hate change... See how it plays out in a week or so.

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Re: Weigh in on new disrupt changes

Post by Derrick »

Hemperor wrote:Can we get a staff reply saying if this is 100% or not?
This is the algorythm we've had and discussed for a couple weeks, and as I've stated it was supposed to be subject to more testing.

Im honestly not getting a lot of feedback on this, just some rage posts that aren't really actionable.
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Re: Weigh in on new disrupt changes

Post by Hemperor »

Derrick wrote:
Hemperor wrote:Can we get a staff reply saying if this is 100% or not?
This is the algorythm we've had and discussed for a couple weeks, and as I've stated it was supposed to be subject to more testing.

Im honestly not getting a lot of feedback on this, just some rage posts that aren't really actionable.
I understand, I think this is the only pvp patch I never came to test beforehand and it was rather sudden when implemented yesterday.

There isn't really any feedback worth giving though, if it's accurate...it's accurate
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Re: Weigh in on new disrupt changes

Post by Faust »

I am still confident that the heal "in mani" spell is the main problem based on era accuracy with this issue.

Cataclysm is pretty much right in regard to his comment for this spell. When someone is spamming harm it's pretty much impossible to incline in HP when stuck at a current level. The hell "in mani" spell doesn't allow an incline to take place since harm can be casted over and over while including hally hits. This means that you will not be able to get out of a sink hole in any situation since "in mani" keeps you at a constant level when harm is used. However, if you throw in the weapon hits it's an automatic decline no matter what making it impossible to actually benefit from a heal spell.

I had Batlin look into the heal spell on the demo and it's close but not exactly to the formula displayed over at Stratics. Here are both of the formulas listed below...

Code: Select all

Stratics: Heals ((Magery / 10) + (1 to 3)) damage. 
Demo: Heals ((Magery / 10) + (1 to 6)) damage.
As you can see the values are pretty close... I think it would be safe to say that the heal "in mani" spell may need to be re-tweaked with the demo value until proven otherwise in my opinion. This would offset the problem with spamming low circle damages as a counter weight.

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Re: Weigh in on new disrupt changes

Post by Hemperor »

Unless something is ever changed, I am done with this shard. Can only duel so many times when 90% of whats being casted on you is harm.

You can say "oh duels are for trammys", duels reflect pvp in the most detailed sense. Pvp is honestly dead, the crappy gank squads will stick around of course, they won't even notice a difference, but this is anything but playable for me. Enjoy
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Re: Weigh in on new disrupt changes

Post by Duke Jones »

Does mean there will be an improved market for harm wands? :)

I'm tired of throwing those away.
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Re: Weigh in on new disrupt changes

Post by Faust »

Hemperor wrote:Unless something is ever changed, I am done with this shard. Can only duel so many times when 90% of whats being casted on you is harm.

You can say "oh duels are for trammys", duels reflect pvp in the most detailed sense. Pvp is honestly dead, the crappy gank squads will stick around of course, they won't even notice a difference, but this is anything but playable for me. Enjoy
Hemperor calm down and the same goes for everyone else raging about the change... You can't expect absolutely no problems to take place when something is fixed. Typically there are always problems that pop up in areas that may in fact look to be unrelated that truly are not since almost all pvp related game mechanics are linked in some shape or form.

Problems that didn't exist prior to this patch or any patch can spring up from anywhere. We had a system in place that was mostly based on weapons instead of spells. This role has switched completely since this new information popped up from Batlin's extensive research on the spell interruption code in the demo.

The heal spell simply needs to be fixed to counter this problem and there will no longer be a problem with harm spams.

I am sure you can live a couple days without dueling on UO until it's fixed...
Last edited by Faust on Mon Aug 31, 2009 1:44 pm, edited 1 time in total.

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Re: Weigh in on new disrupt changes

Post by Hemperor »

Faust wrote:
Hemperor wrote:Unless something is ever changed, I am done with this shard. Can only duel so many times when 90% of whats being casted on you is harm.

You can say "oh duels are for trammys", duels reflect pvp in the most detailed sense. Pvp is honestly dead, the crappy gank squads will stick around of course, they won't even notice a difference, but this is anything but playable for me. Enjoy
Hemperor calm down and the same goes for everyone else raging about the change... You can't expect absolutely no problems to take place when something is fixed. Typically there are always problems that pop up in areas that may in fact look to be unrelated that truly are not since almost all pvp related game mechanics are linked in some shape or form.

Problems that didn't exist prior to this patch or any patch can spring up from anywhere. We had a system in place that was mostly based on weapons instead of spells. This role has switched completely since this new information popped up from Batlin's extensive research on the spell interruption code in the demo.

The heal spell simply needs to be fixed to counter this problem and there will no longer be a problem with harm spams...
I meant currently the way it is, although I hold no hope for mini heal fixing this. We will see.
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Faust
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Re: Weigh in on new disrupt changes

Post by Faust »

Harm Damage = 1d12
Heal Spell = 1d6+10 at GM Magery

Do you seriously think you can win a war of attrition when your heal spell will be 90-95% more than the harm spell damage the majority of the time?

When you include utilizing making someone wrestle during a weapon cycle it's impossible to die from a harm spam....

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Re: Weigh in on new disrupt changes

Post by Hoots »

Hemperor wrote:Unless something is ever changed, I am done with this shard. Can only duel so many times when 90% of whats being casted on you is harm.

You can say "oh duels are for trammys", duels reflect pvp in the most detailed sense. Pvp is honestly dead, the crappy gank squads will stick around of course, they won't even notice a difference, but this is anything but playable for me. Enjoy
Arnt there duel rules? No pots? No precast GH?, so is adding a no harm duel rule the end of the world?

If you are talking tournies, then who cares. They arnt "part of the game" anyway.

look, im not saying the change is good or bad as i havnt tested it, but if hemp is going to leave bc of them than let me be the first to thank Derrick for the patch. :D :D (I kid bc i care)

As far as era goes... Harm and harm wands were a HUGE part of t2a. What faust says above my be exactly what osi realized after the fact and addressed harm.

Disrupts, Harms, Poison ticks, Damage dirupts, mini heals, Buffs, mana vamp, mind blast, etc. etc. etc.

Im going to bet more people in this forum have examamined and dissected these PvP factors than OSI did in development... The simple truth is there probably was not a perfect PvP in 1999. They fixed one thing and broke another.

If PvP is going to be "in the best interest" of the shard as opposed to "100% era accurate" then there is going to alot of give and take on both sides.

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Re: Weigh in on new disrupt changes

Post by Hemperor »

Hoots wrote:
Hemperor wrote:Unless something is ever changed, I am done with this shard. Can only duel so many times when 90% of whats being casted on you is harm.

You can say "oh duels are for trammys", duels reflect pvp in the most detailed sense. Pvp is honestly dead, the crappy gank squads will stick around of course, they won't even notice a difference, but this is anything but playable for me. Enjoy
Arnt there duel rules? No pots? No precast GH?, so is adding a no harm duel rule the end of the world?

If you are talking tournies, then who cares. They arnt "part of the game" anyway.

look, im not saying the change is good or bad as i havnt tested it, but if hemp is going to leave bc of them than let me be the first to thank Derrick for the patch. :D :D (I kid bc i care)

As far as era goes... Harm and harm wands were a HUGE part of t2a. What faust says above my be exactly what osi realized after the fact and addressed harm.

Disrupts, Harms, Poison ticks, Damage dirupts, mini heals, Buffs, mana vamp, mind blast, etc. etc. etc.

Im going to bet more people in this forum have examamined and dissected these PvP factors than OSI did in development... The simple truth is there probably was not a perfect PvP in 1999. They fixed one thing and broke another.

If PvP is going to be "in the best interest" of the shard as opposed to "100% era accurate" then there is going to alot of give and take on both sides.
Truth comes out, I'm looking forward for tonight when the damage rolls from demo are put on. Basically we only have half the system so far.
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[22:26] <ian> why am i making 3750 empty kegs
[22:27] <ian> 1125000 for 3750 empty kegs
----------------------------------------
[10:44] <ian> a good cat is a dead cat

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Faust
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Re: Weigh in on new disrupt changes

Post by Faust »

What are you talking about?

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