While the point regarding connection speed limits during T2A is a valid point, the goal of UOSA is not to provide an era accurate experience, but to provide - as close as is humanly possible - era accurate mechanics. This is based on the simple fact that we cannot, under any circumstances, reproduce era experiences, because the experiences varied from person to person.Ronk wrote:Yup, and personally I think this 'issue' is a make or break for this shard. We (the bloodrock) recently found an old AI video on youtbue of us running around. A few people commented how those were really fun PVP days until the shard got all crazy with mods and changes. The simple fact is that a pure dexxer is not competitive here and it drives a lot of people away. Ultimately, the lack of variety will be the downfall.Ragancy wrote:To me that sums up the issue. Maybe we do have the correct implementation, but it was a hell of a lot more functional back in the day when the connection speeds/latency allowed for hits to occur. Now, like you said, everyone is too fast for this mechanic and as a result you basically don't see dexers pvping.Back in the 56k days you'd have plenty of time for the server to register a hit even while you are chasing someone because of the latency. Fast forward that ruleset to cable modems and you can never land a hit because everyone moves too fast.
Given the issue, one of two things should happen:
1. Dexxers should be given an artificial boost (attack on the run) to bring back the true T2A feel.
or
2. We should become era accurate and implement bandwidth limits to effectively force everyone onto a 56k connection.
Without one of these things, we are not era accurate.
The point you bring up is the "anomaly" that I mentioned a few posts earlier. Given the information that is available on what mechanics existed during the era, we chose the latter of the two (the UOR patch note) because of the stability that it brings to combat. Early test center implementations of the combat patch showed that using the demo version of combat (in so much as you would swing on the run, but would not hold your swing), resulted in nearly inoperable PvP combat across the board. This is about as descriptive as I can get without going into much higher detail, but suffice to say, swinging on the run would is the worse of our available options.Rose wrote:It seems apparent that at some point in the t2a era you could swing on the run (as per demo), and at another you had the movement restriction (as per minipach note).
Somewhere along the t2a era timeline, a movement restriction is likely to have been implemented, although an exact date is not apparent.
All I'm saying is... I wouldn't see it as a violation of accuracy ethics if we had either mechanic.
Swinging on the run along with the recent tone down in weapon damage, would in my opinion make for some awesome and exiting pvp... however the tournament ring might all of a sudden feel a bit tight.