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Not changing the pvp system

Posted: Sat Aug 23, 2008 12:42 am
by Rommel
If you don't implement the new changes to pvp i believe secondage would be a better place kthx

Re: Not changing the pvp system

Posted: Sat Aug 23, 2008 3:44 am
by Kaivan
Unfortunately, Second Age isn't about what people consider "better" or "worse", it's about what's most accurate. These changes, as with any change, are part of our constant efforts to attempt to replicate T2A as closely as possible. While some people may not enjoy them, others will find the changes to be welcome and refreshing changes that bring us one step closer to the goal of UOSA.

Re: Not changing the pvp system

Posted: Sat Aug 23, 2008 8:37 pm
by bOmb
These changes are cool. Getting closer to T2A pvp imo.

Debuffs fizzing is going to make secondage a worse off place? How so?

Re: Not changing the pvp system

Posted: Sat Aug 23, 2008 8:45 pm
by Kaivan
It's probably not the changes to debuf fizzling that are the major issue for most people, its the change to disrupt from 100% to damage based.

Re: Not changing the pvp system

Posted: Sat Aug 23, 2008 9:13 pm
by bOmb
Ahh, yeah that would explain a few things. I was on test for like an hour dueling a few people. Its still pretty similar but I do remember some harms not disrupting. All I see it really doing is making duels last a little longer, and maybe fireballs being using instead of harm. Whats the base dmg required for a disrupt btw?

Re: Not changing the pvp system

Posted: Mon Aug 25, 2008 12:42 am
by Kylock
The main pvp feature I care about is mount stamina or stamina over all. People should not be able to run across the map while they're redlined, its ridiculous.

I also believe, if spell timers/rule set are going to change by that much as discussed then EVERYTHING should be implemented at once. Stamina, timers, whatever changes to lower circle spells/disrupts. If all implemented at once, it will be more adaptable otherwise we'll have to keep learning how to pvp over and over again

Re: Not changing the pvp system

Posted: Mon Aug 25, 2008 9:26 am
by Derrick
Kylock wrote:The main pvp feature I care about is mount stamina or stamina over all. People should not be able to run across the map while they're redlined, its ridiculous.

I also believe, if spell timers/rule set are going to change by that much as discussed then EVERYTHING should be implemented at once. Stamina, timers, whatever changes to lower circle spells/disrupts. If all implemented at once, it will be more adaptable otherwise we'll have to keep learning how to pvp over and over again
I agree, and we're trying to implement as much in a group as we can. Stamina, Cast Timers, and Combat timer will likely all be implemented together

Re: Not changing the pvp system

Posted: Mon Sep 01, 2008 8:04 pm
by cklabyrinth
Hi, I just found this shard, forum and thread by chance. I've been playing another t2a shard which currently sports insipid deathmatch PVP with fast spell timers and other glaring inaccuracies. Will this server have era accurate spell timers, weapon reset timers (where you can't whiff with a halberd, unequip it and wrestle someone less than two seconds later), etc?

If so I'll gladly play here instead of that other shard, and I'm sure I could get a few of my guildmates from OSI to play here as well.

Now for the real test... if there's a :wave emoticon.

Re: Not changing the pvp system

Posted: Mon Sep 01, 2008 10:30 pm
by Derrick
Here's some info on some of the things we have fixed, some of the things we still need to fix and the in's and out of why:
http://forum.uosecondage.com/viewtopic.php?f=2&t=1638

sorry about the :wave :(

Re: Not changing the pvp system

Posted: Tue Sep 02, 2008 1:27 am
by Artemis
Actually spells should interrupt unless they are completely resisted. Lower level spells are easier to resist. Otherwise spells should interrupt 95-99% of the time. The interruption based on damage VS magery should ONLY apply to Melee hit damage interrupting magery. Thats it

Re: Not changing the pvp system

Posted: Tue Sep 02, 2008 6:07 pm
by Kaivan
There is no documentation that suggest that magery is excluded from disruptions. As it stands, this mechanic stops the Harm/Magic Arrow spam that we saw here and continue to see on other freeshards. This was not how pvp was conducted during T2A, or UOR for that matter, and this is the documented solution to that particular issue.

Re: Not changing the pvp system

Posted: Wed Sep 03, 2008 12:46 pm
by cklabyrinth
Kaivan wrote:There is no documentation that suggest that magery is excluded from disruptions. As it stands, this mechanic stops the Harm/Magic Arrow spam that we saw here and continue to see on other freeshards. This was not how pvp was conducted during T2A, or UOR for that matter, and this is the documented solution to that particular issue.
I have to say I'm sold on this server now. I was shocked to see how different pvp was on other, supposedly t2a servers. I never did buy the argument that harm spam didn't happen on OSI because people weren't that smart back then. Can't wait to get to 85-90 in all my pvp skills.