Increasing attack last throttle delay

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son
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Re: Increasing attack last throttle delay

Post by son »

Use a katana.
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Mirage
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Re: Increasing attack last throttle delay

Post by Mirage »

malice-tg wrote:
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.
I agree with malice on this one. The shard has been stiriving for accuracy for a while, no reason to stop pursuing that now. You have to think about other players other than just the hally mage. Sure it would be ideal for the hally mage, but what about the dexers or any other PvP template (I know there are few others but I've seen Fencing mages and I see quite a few Macing Mages coming out too). This change would be ideal for you since you know/use the hally timer very well in your favor along with the few others I see posting in here also. This will further lean the variation of templates out there....how would any other template be a viable option?
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venox
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Re: Increasing attack last throttle delay

Post by venox »

i concure!

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Re: Increasing attack last throttle delay

Post by Mjolnir »

malice-tg wrote: 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.
wait... what? are you saying those thngs rely on attack last or are only countered with attack last? either way, none of those things require heavily spammed attack last.
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Faust
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Re: Increasing attack last throttle delay

Post by Faust »

Kaivan wrote: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.
I never said that attacking someone repeatedly did bring up that message.

Sultani19 wrote: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.
You will learn quickly that this isn't that other bad shard you come from that jumps to every individual's whining and complaining to be a designer of a shard. This server replicates the '99 t2a era down to exactly the way it was. It doesn't matter what Choppa, you, me, or anyone else for that matter thinks would make this shard better. It's about accuracy and whatever anyone says will not matter in regard to game design.

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Re: Increasing attack last throttle delay

Post by Pro »

question to choppa; if you can survive any drop on these mechanics how did you die to woozy?
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Re: Increasing attack last throttle delay

Post by Chad- »

whats wrong with the system? seems fine to me..

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Re: Increasing attack last throttle delay

Post by Tron »

"wheres the evidence to support this?"

there is none.

but that doesnt mean the change wouldnt be positive.

for you people that clutch to "t2a accuracy" as a reason for nothing being "fixed", you're not seeing clearly.

there was no razor in t2a, so there was no need for a throttled atk last.

we have razor here, and it goes 1 or 2 ways.

remove razor, or work around the features that razor is able to exploit to make them less so.
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Re: Increasing attack last throttle delay

Post by Kaivan »

The AttackLast functionality was added directly into the client with the 8/26/99 patch. Given that fact, the ability to attack your last opponent is accurate to the era with or without Razor.
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Re: Increasing attack last throttle delay

Post by Eulogy »

Can anyone answer me this?

When Attacklast came into the UO client as a macro, when you were attacked beyond the first time were you forced to auto defend?

Someone please answer?

Because it would make sense to me that the reason AttackLast wasn't a big deal is because auto defend was only in effect the first time someone attacked you, therefore making it a non-tactic.
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Re: Increasing attack last throttle delay

Post by noxmonk »

Tron wrote:"wheres the evidence to support this?"

there is none.

but that doesnt mean the change wouldnt be positive.

for you people that clutch to "t2a accuracy" as a reason for nothing being "fixed", you're not seeing clearly.

there was no razor in t2a, so there was no need for a throttled atk last.

we have razor here, and it goes 1 or 2 ways.

remove razor, or work around the features that razor is able to exploit to make them less so.
I agree with the razor bit. Ban EUO and Razor, force uoconnect/uogateway and then slowly work in razors functionality so that it has no more than what UOAssist has. Great ideas tron! supported 100%

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Re: Increasing attack last throttle delay

Post by Faust »

Eulogy wrote:Can anyone answer me this?

When Attacklast came into the UO client as a macro, when you were attacked beyond the first time were you forced to auto defend?

Someone please answer?

Because it would make sense to me that the reason AttackLast wasn't a big deal is because auto defend was only in effect the first time someone attacked you, therefore making it a non-tactic.
This has already been answered more than a dozen times with the proof of several articles, descriptions of the patch fix that changed this, the way the same functions on the demo, and so on. If you want to know the details in full just do a search here and you will see it for yourself.

PVP would be utterly worthless with out forcing your opponent to swing coming down to a 100% luck based outcome without a doubt.

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Re: Increasing attack last throttle delay

Post by Kaivan »

I just had the opportunity to test out auto defend on live OSI. The current function of auto-defend is the same now as it was during T2A. At any time you are actively attacked through double click, AttackLast (they need to be your last target to attacklast them), or initial attack by a mob, you will automatically begin swinging.

Also, a small excerpt from something that Faust posted a while back regarding the issue of auto defend:
Faust wrote:Ultima Online Starter Guide Booklet - Page 36
"Any time you are attacked, you will counter-attack automatically, whether or not you're in War mode."
Original thread

Given the fact that any player who attacks you will also begin to auto defend, we can define any instance of attacking from the above quote to mean the exact same thing as was tested on liver servers (attacking is double clicking or using attacklast), and by that relationship and definition, we can show that a player would also auto-defend in any circumstance where they were actively attacked during the era.
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Eulogy
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Re: Increasing attack last throttle delay

Post by Eulogy »

Faust wrote:This has already been answered more than a dozen times with the proof of several articles, descriptions of the patch fix that changed this, the way the same functions on the demo, and so on. If you want to know the details in full just do a search here and you will see it for yourself.

PVP would be utterly worthless with out forcing your opponent to swing coming down to a 100% luck based outcome without a doubt.
Search what exactly??

Perhaps I was out of the loop when this attack last macro was implemented, but I don't remember this macro having this much impact on PvP. Sure, Last Target was golden, but Attack Last?

Come on, don't act like I'm fucking retared. Entertain my ideas and perhaps you would persuade the masses, shit..
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Re: Increasing attack last throttle delay

Post by Orsi »

Eulogy wrote:Can anyone answer me this?

When Attacklast came into the UO client as a macro, when you were attacked beyond the first time were you forced to auto defend?

Someone please answer?

Because it would make sense to me that the reason AttackLast wasn't a big deal is because auto defend was only in effect the first time someone attacked you, therefore making it a non-tactic.
Hit the nail right on the head there Eulogy. That's exactly how it worked.

You are attacked only when someone first engages with you, if both players tab out of combat, attacking again doesn't reset the auto defend because you are still in combat with them technically.

I remember AttackLast being pretty much useless after the first hit on someone unless you both stopped to med or ran around for a good minute or so.

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