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Re: Instant Hit is broken?
Posted: Sun Sep 26, 2010 11:41 am
by Guerrilla
LOL, everytime i read a faust post, makes me ashamed that i didnt keep my TI-83.
<3's
Re: Instant Hit is broken?
Posted: Sun Sep 26, 2010 1:30 pm
by Mikel123
Mikel123 wrote:Nightshark, Derrick is saying that's not the case though. He's saying you can only move 4 tiles per second, so at every tick you are on a specific tile.
I'm utterly confused about all of this. All I know is, the only way to actually hit a person is if they stop to cast or they let you. Otherwise, they can escape damage by simply walking, and making small turns just in case you're smart enough to run ahead of them and turn around try to have them accidentally come to you.
So, this is wrong. I misinterpreted this. You move more than one tile per tick, so it's conceivable that when the game checks to see if you're next to someone, every .25 seconds, you could have passed right by them between checks.
Dexers are god-awful at the moment. You have 300 skill points dedicated to the hope that someone will stand still while you hit them. PK dexers are even worse... you're instead hoping they stop to recall and you hit with three 50/50 chances in a row and they just keep mashing the recall button, hoping they don't get it.
Re: Instant Hit is broken?
Posted: Sun Sep 26, 2010 2:00 pm
by Clyde-
Mirage wrote:Faust wrote:The timer being based on ticks is accurate without a doubt Psilo.
The weapon delay is calculated in 'ticks' inside of the original code. Actually, the weapon delays are still calculated in 'ticks' to this very day and can be seen
here.
The only portion of the code that was written by Derrick for insta hit was the prep time that states
"Equipping a weapon now causes a short 'prep time' before you can start swinging." - Patch, February 2nd 1999. The rest of the code is the original timer and implementing insta hit is one simple change with the original timer. The difference as stated above is the prep time feature that came with insta hit in '99.
The way the timer ticks is precise without a doubt along with many other documented features that uses the globalized timer.
I love when Faust uses phrases like "is accurate without a doubt" or "is precise without a doubt".
He's been saying those exact words about every single patch that is first put in since i started here 2 years ago. Funny thing is....mechanics are not even remotely close now to how they were 2 years ago. But somehow every patch that was implemented over that time span were all "completely era accurate" only to be changed a little later down the road. You may think im talking trash, but im not...it's the truth whether you guys wanna admit it or not lol. Just pointing that out...
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 10:50 am
by Faust
Will you please provide us an example than Clyde?
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 12:54 pm
by Iced Earth
I couldn't believe you guys put the swing mechanics back and took swing on the run away. What a backwards move.
I've let my houses decay and fall and I am now officially done with this server.
I had a total of about 20 minutes of good fun here amidst all the work of building characters and wealth.
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 1:09 pm
by Faust
Umm, it was a horrible move to allow swings to advance on the move in the first place... A tank mage having a free, uninterruptable hally cycle, every 2 seconds on the move is stupid by far. The only part of that particular change you cared about was the power boost you got for your dexer and nothing more. Discarding the side effects that change had on many of the swing mechanics is very ignorant.
No one cares about McMunster's future Divinity 3.0 failure.
Throwing a fresh coat of paint over a pile of dung does not all of a sudden make the stench disappear son.
Please quote me on this statement since all of my predictions on the last major Pre:UOR shard failures have, for some reason, come true.
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 1:39 pm
by Mikel123
He's not talking about timer advancing on the run, he's talking about having a swing ready to swing (I think you call this the "held" state?), running next to or past a moving enemy, and not being able to swing and hit them. I.E. before, you would swing any time you were on an adjacent tile. Now, you're back to needing both you and your enemy combatant to be on adjacent tiles and stopped for a full tick (or maybe more). I won't speak to the accuracy of it, but again I'll reiterate how utterly awful it makes dexers.
In fact, worse than the degree to which a dexer is unable to hit a reasonably competent mage, a dexer can't hit another dexer either. So for example, if we have dexer tournaments (and by that, I mean a tournament in which the rules aren't ridiculously tipped to effectively only allow tank mages to enter), I think it's quite conceivable that the entire strategy would be to simply fight until you got to say 50 hps, then run a bandage and simply walk around in a random pattern until the bandage finishes. I don't see how you could possibly kill another dexer.
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 2:06 pm
by Derrick
I'm not certain that we aren't looking at some bug here. i'm looking into this further, while the example i gave about tiles and moving, this is only a problem in certain situations, and may not be relevant to what's being described.
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 2:10 pm
by Faust
Derrick got to it first but here it is anyway...
Mikel123 wrote:Now, you're back to needing both you and your enemy combatant to be on adjacent tiles and stopped for a full tick (or maybe more).
Based on Derrick's response earlier in this thread that doesn't seem to be the case...
Derrick wrote:Mikel123 wrote:Wait wait wait - so in order to hit someone I'm adjacent to, I have to be adjacent to them for a full .25?
It's actually quite different than this. It's not possible to be in any position for less than 0.25 seconds; Everything is processed based on a single location for your character each tick.
I'm pretty sure he is only talking about the 'processing' part of the code here. IE: when a weapon swing is checked for a swing it's based on that particular tile for processing, not waiting until a new tick ends. The timer is constantly moving no matter what happens with your movement... If the timer ticks on Tile A and you jump to Tile B it's not like it just starts all over... The tick will be processed on Tile B if that is where you're standing when it happens. Unless something radical changed in the last revision that fixed the double hit exploit it should be the same as it was before the movement restriction was removed.
Re: Instant Hit is broken?
Posted: Mon Sep 27, 2010 2:25 pm
by Mikel123
Alright... this is all well beyond my understanding of how the code works. I'll try to test with someone and see if I can get more concrete info on what I'm seeing. My experiences so far have been in the midst of battle, so I haven't exactly been methodically testing things out.
Derrick, to your point, I agree - it seemed like I *never* swung when I had a swing ready and was next to someone. A lot of what your describing is what would happen in *some* situations depending on timing and movement... so randomly, I think I should be seeing some swings and some non-swings. But again, my experiences weren't exactly in a controlled environment! I've got a few ideas on how I can test this tonight with my own multi-clients.