PvP Inaccuracies

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Faust
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Re: PvP Inaccuracies

Post by Faust »

Wrong, sorry.
http:/UO Live Access Patch (Aug. 26) Nov 16 1999 5:01PM CST - http://update.uo.com/design_25.html wrote: New Macros FAQ

How do you access the new macros?
The new macros can be found in the options menu (control-o).

How do you use the "arm/disarm" macro?
Once you bind the macro to a key, you must first arm the item. Then use the macro to disarm/arm that particular item. Remember, you must assign the macro for each hand.

How do you use the "last target" macro?
Once you bind last target to a key, using the key will retarget the last item you had targeted.

How do you use the "next target" macro?
Once you bind "next target" to a key, pressing that key will cycle through all the mobile targets on the screen. The target will be highlighted with a mini-healthbar.

How do you use the "delay" macro?
The "Delay" macro will cause your character to wait before going to the next macro in a list. Remember, the "delay" macro counts in tenths of a second. Therefore, one second would be 10. For example, the following series of actions would cause your character to use the hiding skill, wait 7 seconds, and then use the stealth skill with the press of one key:
use skill = hide
delay = 70
use skill = stealth

How do you use the macro "CloseGumps"?
Once you bind the "CloseGumps" macro to a key, you can press that key to close all the windows on your screen (for example your Paperdoll and Backpack). This means that ESC will not close your windows unless you bind this macro to it.
Why doesn't my ESC key work like it used to?
In order for your ESC key to close your windows, you must bind the "CloseGumps" macro to it in the Options Menu.

How do you use the "AttackLast" macro?
Once you bind the "AttackLast" macro to a key, you can press that key to automatically engage the last person you fought with in melee combat.

How do you use the "TargetSelf" macro?
Once you bind the "TargetSelf" macro to a key, you can press that key to target yourself (assuming you have the targeting cursor already on the screen).

How do you use the "WaitForTarget" macro?
The "WaitForTarget" macro is designed for use with other macros like "Next Target", "Last Target", and "Target Self". For example, the following series of macros would cause your character to cast the "strength" spell, wait for the targeting cursor, and then cast "strength" on yourself with the press of one key:
cast spell = strength
WaitForTarget
TargetSelf

How do I turn off "incoming names"?
In the options menu click on the "Miscellaneous" tab (it looks like the UO symbol). Uncheck the field names "Show Names of Approaching Players". Press "OKAY". Alternatively, edit your uo.cfg and add the line "ShowIncomingNames=off".
Attack last came with the 800x600 client in the second edition t2a publish.

Also, hallies are not "2.2" seconds as mentioned above. Halberds swing a little under 5 seconds at 25 stamina. The only reason you are able to cycle a hally every "2.2" seconds at 25 stamina is through the abuse of swapping the much quicker wrestling delay. This "trick" or "technique" has been described in Japanese articles written in the fall of '99. The same game mechanic exists in modern UO still to this very day. When you unequip a weapon the current swing delay shifts to a wrestling day.

There are too many people that believe just because they didn't "experience" a tactic on their server that it never existed.

Some servers apparently wasn't up to par with others, unfortunately.

Stuck
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Re: PvP Inaccuracies

Post by Stuck »

Luca|Blight wrote:I don't understand why something that was written on the internet 10 years ago has more value than what actual players remember happened. That's like sourcing the National Enquirer in all honesty which is pretty lame when there's actual players that remember how this stuff worked.
Eye-witness testimony is the least credible and least reliable form of evidence. The players who claim to remember something differently may very well be right, but it's more likely that they are wrong when every written and documented source we have disagrees with them.

Which side more likely to be right? The players, who are subject to things like confirmation bias, who vaguely remember bits and pieces of information from 10 years ago that they didn't have the presence of mind to commit to memory in the first place? Or the people who wrote down the mechanics of the time and made it a point to document them?

I'm not saying either side is right. I don't really know and I don't really remember much of the specific pvp mechanics of t2a, but I think the way this shard strives for era accuracy is well thought out. Era accurate changes should require a source.

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Re: PvP Inaccuracies

Post by Luca|Blight »

Some new stuff I've come across and thought of to add to this. Didn't on OSI the time between your weapon swings get based off of the last weapon used? Not what you switched to next? This system here is also messed up, cause why cant you switch to say a skinning knife, which I would imagine is faster than wrestling, and then back to a hally? I tried it, and it doesn't work. I also tried switching to wrestling from a heavy xbow, which also doesn't work. Why is it only certain things work with this system? It should be if your last weapon swing was a hally, youre gonna wait the 5 seconds (which I still say is too short) for any hit to recharge. This cycling BS never happened on OSI, and yes, SOMEONE would have figured it out.

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Faust
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Re: PvP Inaccuracies

Post by Faust »

The formula for weapon delays is 15000 / (( Stam + 100 ) * Weapon Speed ) = Delay rounded to the lowest tick of 0.25 seconds. Wrestling uses a speed of 50. I don't know what a skinning knife speed is but you can analyze that in the guides section to compare the speed ratio in order to accomplish a weapon cycle with one.

Also, the melee weapon timer elapses while your character is standing still/not moving as you are fully aware of in game. However, the archery timer is on a separate thread that elapses at any specific time rather you're moving or not. This was confirmed in the demo here awhile back. Archery may have a REALLY REALLY REALLY long delay but apparently OSI gave the skill one bonus where the timer continued on ticking no matter what, gladly. This is the reason you cannot swap from melee to archery since wrestling is also considered melee using that particular timer unlike archery. Since the timer is on separate threads this cannot be accomplished. This actually doesn't surprise me the least since archery would obviously be completely over powered during this time period if it was possible. We all know that tank mages had swords +90% of the time during the t2a era unlike vice versa during the pre-t2a era before insta hit was placed into the game.

The equip delay you speak of existed since '97 patched here early on in the game's history. This equip delay exists to this very day in modern UO today. The UOR publish has a tweak on the equip delay for the archery skill reducing it significantly making it entirely accurate to this era. Also, there numerous articles explaining it including several from the good news groups. The only difference between how it works in the t2a era and every other era is that it only happens when there is an active swing delay during the era or there obviously would be no insta hit. The equip delay is forced no matter what during and after the t2a era as it clearly can be seen in the demo and modern UO. If you are not familiar with the equip delay this function does exactly what it states in the '97 patch note. When you equip a weapon your swing delay restarts with the exception of the t2a rule where it does not if you have an "insta hit" ready to go.

The swap to the wrestling delay when unequipping a weapon happens still to this very day in production shards too. However, you cannot do a hally cycle like you could during this era because the equip delay is forced each and everytime you equip the weapon as mentioned above after we tested it on the production shards.

Luca|Blight
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Re: PvP Inaccuracies

Post by Luca|Blight »

Faust, do you feel UOSA PvP is anything like T2A PvP was?

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Faust
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Re: PvP Inaccuracies

Post by Faust »

Yes, it feels hell of a lot the same besides a few exceptions.

Razor is key component that ends up ruining a lot of the pvp here. Also, attack last and tabbing didn't really happen much during the era from my memories. The majority of the people didn't utilize the attack last feature since it was only available for a month until pre-casting was removed. There has been a few reports from Asian shards that discussed the attack last/tabbing benefits. However, the majority of the production shards simply did not use it. I think pvp is a lot better without these two features to some extent. Weapon cycles was commonly referred to as a bug involving casting. For example, casting an ebolt would always have a hally swing ready to go. When you actually break this feature down based on the way it actually works casting had absolutely nothing to do with it and it was all about cycling the weapon manipulating the delays.

The "all follow me" bug is another great example of the player mentality lacking the understanding for the reason that your horse stamina would replenish when using the command after getting off the horse. The bug had everything to do with the "all follow me" command but saying the command wasn't necessary at all if it was already active. The only thing that was required was hopping off and on your horse while the command was already active.

There were numerous misunderstandings or misconceptions involving the game mechanics for the majority of the people. I am no special consideration myself after reveiwing a lot of these bugs in the actual demo code after it was broken down by Batlin. I believe that the main differences is that not everyone was 7x GM, didn't have a powerful 3rd party application like Razor, and the understanding behind the key concepts involving the game mechanics.

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Faust
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Re: PvP Inaccuracies

Post by Faust »

Update on specific topics being discussed in here.

Here is the Japanese Website that describes many of the techniques being discussed here that was written in late 1999.
Weapon Cycles wrote: □ Zero-Delay (abbreviated ZD)
当時は動いているとDelayが溜まらない仕様だった。 Delay was running at the time and the溜Maranai specifications. その為、逃げる相手に武器を当て続けるのは不可能。 For this reason, continue to rely on other weapons is impossible to escape. 武器を振るには立ち止まってDelayを溜める必要があったのだ。 Delay stopped to shake the weapon he needed a wager. でもDelayが溜まると武器を着脱してもすぐ振れる状態になるバグが存在した。 Delay any swing state that there is a bug that even if it is detachable and weapons buildup. HALを装備し数秒間立ち止まってDelay溜めるよりWrestling(素手)でDelayを溜めてからHAL装備して武器を振った方が圧倒的に早い。 HAL Delay features a few seconds and stopped from the wager Wrestling (unarmed) to Accumulate from HAL Delay quickly waved the weapon by far better equipped. これがWrestling-Delayと呼ばれる技術で、このテクニックを極めるとZD-HAL>Harm>ZD-HAL>Harmのような連続攻撃が出来た。 This is called Wrestling-Delay technology, technique and attain the ZD-HAL> Harm> ZD-HAL> Harm made as a series of attacks.

Pre-CastとZDを組み合わせる事によって基本コンボと呼ばれていたのがExp>EB Cast>ZD>EB開放コンボ。 ZD Pre-Cast and was called the basic combo by combining things Exp> EB Cast> ZD> EB combo release. ただし、このワンコンボだけではHP100を削る事は出来ない。 However, the only thing HP100 combo This one is not cut. 相手に耐えられてしまうとMana40消費という痛手を負う事になるので、コンボを打ち込むタイミングが重要だった。 And they stand against Mana40 been badly hurt so that consumers can come here, type in the combo timing was important. 他にも色々PvPテクニックと呼ばれる技が開発されたのでご紹介しよう。 Other colors to introduce PvP, so we developed a technique called technique.
This clearly states that when you unequip/detach your weapon the delay shifts to the much quicker delay that allows you to cycle a weapon. Please take special notice that it's still possible to this very day in Ultima Online that you can unequip the weapon shifting your delay to wrestling.
Tab & Attack Last wrote: □ Zero-Keep (aka ZK)
Zero-Delayの弱点を補う為に開発された技。 Zero-Delay technique was developed to compensate for weaknesses. Peace/Warモード切り替えを連打する事によりハイライトを消し、相手に隣接されてもこちらから攻撃しない状態を作る。 Peace / War By roll off the highlight mode switch, making the state even if no attack here against the neighbor. この技の利点はDelayが溜まって武器を装備する瞬間、相手に隣接されパンチを出してしまう事を防ぐ。 The advantage of this technique is to equip the weapons Delay accumulated moment, to prevent a possible problem that is adjacent to the opponent out with one punch. しかしAttack Lastボタンを連打されると自動的にハイライトしてしまう為、必ずしもMissパンチを防止出切る訳ではなかった。 Attack Last but because they will automatically highlight the button repeatedly, always in the translation出切Ru Miss did not prevent the punch. しかし相手が追い込まれている状態だとAttack Lastキー連打を忘れてしまう時も多い為、多くのDuelistがこのテクニックを愛用した。 And the state has forced the opponent's Attack Last but for many forget when keys roll, Duelist wore a lot of this technique. 開発者は当時のWakoku最強PvPerとして名高いWu-Tang氏。 Developer at the time PvPer Wakoku renowned Wu-Tang's strongest.
This portion of the techniques clearly states the ability to tab/attack last when avoiding or making someone wrestle.

There is also mention of the double hally exploit that can easily be abused in Razor.

There is no doubt in my mind that these game mechanics are most certainly correct here on UO Second Age. The major problem that conflicts with these game mechanics is the advanced technology that exists in Ultima Online today. Razor allows massive abuse of these mechanics that was not possible during this time frame.

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Re: PvP Inaccuracies

Post by Ifrit »

From what i've seen so far the PvP mechanics of UOSA are very accurate to T2A on OSI.
How people actually PvP on UOSA though, is far far different from how people did on OSI. I really don't think it's the mechanics that are out of whack, it's the advancement and understanding of 3rd party progs and their features and how people are able to actually capitalize on the mechanics of the UO client differently and do things they wouldn't have been able to do on OSI or things they didn't realize they could do because we didn't have the same tools 10 years ago that we do now.

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Re: PvP Inaccuracies

Post by Everlynn »

Why is it that it seems Faust and Hemporer clearly lead the way with fighting to keep pvp the way it is... lol

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Re: PvP Inaccuracies

Post by Hemperor »

Everlynn wrote:Why is it that it seems Faust and Hemporer clearly lead the way with fighting to keep pvp the way it is... lol
It's really just Faust because he has all the facts and takes the time and effort to present sources along with it. Like him or not, his opposition usually consists of useless ramblings.

There are custom T2A shards out there for those with different memories.
Image

[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: PvP Inaccuracies

Post by Faust »

Everlynn wrote:Why is it that it seems Faust and Hemporer clearly lead the way with fighting to keep pvp the way it is... lol
Hemperor wrote:There are custom T2A shards out there for those with different memories.
______________________________________
Ifrit wrote:From what i've seen so far the PvP mechanics of UOSA are very accurate to T2A on OSI.
How people actually PvP on UOSA though, is far far different from how people did on OSI. I really don't think it's the mechanics that are out of whack, it's the advancement and understanding of 3rd party progs and their features and how people are able to actually capitalize on the mechanics of the UO client differently and do things they wouldn't have been able to do on OSI or things they didn't realize they could do because we didn't have the same tools 10 years ago that we do now.
Welcome to the age of script PvP old friend. Hopefully Derrick's pet project over at JoinUO.com will replace the need for Razor with a much more powerful 3rd party tool that can actually be controlled unlike Razor sometime in the near future.

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Re: PvP Inaccuracies

Post by moomtazz »

I like the macro abilities of razor, but it is new to me. I used UOassist back when I played OSI. I have no clue what "attack last" spam is.

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Re: PvP Inaccuracies

Post by Faust »

That is when you hold the attack last key down to make someone auto defend in order to be sure you force a wrestle out of them wasting their current swing state away resetting the delay.

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Re: PvP Inaccuracies

Post by Mordalf »

ok let me get my two cents in here. I remember the mini cure, most people didn't use it because we had dial up our speed wasn't fast enough to move cast target etc. Bots, who had bots back then? I remember the mini heal because the guild I was in the mages would hang back and mini heal the fighters. I remembering getting yelled at when I first learned to mini heal for using greater heal. Just now adays due to faster PCs faster internet and faster servers and easily accessible bots we're able to mini-heal and fight all at once.

As far as GP the formula I was always taught was similar to resisting spells vs attack spells, the level of your magery vs the level of the poison deterrmined your chance to heal. Ie lessor poison 1st circle poison 5th GP 8th circle for intent of dispelling, just as lessor cure 1st (10skill) cure 5th (50 skill), greater cure 8th (80+skill).

Ie greater heal potions and mages with 100% magery had approx 20% chance of curing greater poison and the numbers declined from there.

we used to always use cure potions one level above the poison to be sure they would work other wise it was 50/50 at best
Last edited by Mordalf on Fri Jan 08, 2010 12:54 pm, edited 1 time in total.
GM editor (I've clicked edit enough times)

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Re: PvP Inaccuracies

Post by Biohazard »

Mordalf wrote:we used to always use cure potions one level above the poison to be sure they would work other wise it was 50/50 at best
are you talking about in PVP?

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