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Combat Timer Trial and other proposed changes now on Test

Posted: Fri Jul 09, 2010 11:15 pm
by Derrick
I've just posted the bulk of the weapons system/timer changes to test center.

These changes have been under discussion for quite some time. The initial decompilation of the OSI combat system by Batlin was done over 6 months ago which gave us the first glimpses of how the weapons on OSI worked.

There is much discussion elsewhere in these forums on what these changes mean, so I won't go into the details of the changes here.

The proposed spell casting changes are active as well, notably:
  • No disturb on Equip/Use. This was added Jan 24, 2000 and should not be present here. Message on target while equipped fizzle
    Removal of attack and tab throttles

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 12:27 am
by Hemperor
Derrick wrote:I've just posted the bulk of the weapons system/timer changes to test center.

These changes have been under discussion for quite some time. The initial decompilation of the OSI combat system by Batlin was done over 6 months ago which gave us the first glimpses of how the weapons on OSI worked.

There is much discussion elsewhere in these forums on what these changes mean, so I won't go into the details of the changes here.

The proposed spell casting changes are active as well, notably:
  • No disturb on Equip/Use. This was added Jan 24, 2000 and should not be present here. Message on target while equipped fizzle
    Removal of attack and tab throttles
Very interesting, been long awaiting the "equip while casting"... It really is the only way to make pvp work without throttles, great work.

EDIT: How long is this planned to be on test before being patched in?

EDIT2: One initial issue that I see is that you should be able to target spells (I believe)... I'm 90% confident this is displayed in the demo, only started second thinking it while writing this heh.

Are they taking out insta hit?!?! If so, why?!

Posted: Sat Jul 10, 2010 2:14 am
by Menkaure
I was on test shard and saw that insta hit was no more, how are they going to do this, if they are even going to do it?! T2A WAS insta hit, thats what made this shard/era fun, if im incorrect sorry about bugging people, but i have to know whats going on because if they take it out, i will mostlikely stopplaying. Anyone know whats up?!

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 2:15 am
by Misti Autumns
Not sure if this is the place to complain, but upon logging into test, the pvp changes that I thought I was looking forward to are horrible. I encourage everybody to go there and try it out. The swing timer is horrible.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 2:16 am
by Menkaure
Misti Autumns wrote:Not sure if this is the place to complain, but upon logging into test, the pvp changes that I thought I was looking forward to are horrible. I encourage everybody to go there and try it out. The swing timer is horrible.


Agreed, theres no more insta hit, how stupid is that? T2A WAS insta hit, if you want era Accuracy then I dont know what you have here on test at the moment.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 2:23 am
by marmalade
just an observation for what is currently on test.

player stamina is not right. running on a mount, you lose more than 1 to 1.5 stamina points a second. this cannot be accurate.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 2:27 am
by Derrick
Menkaure wrote:Agreed, theres no more insta hit, how stupid is that? T2A WAS insta hit, if you want era Accuracy then I dont know what you have here on test at the moment.
You can insta hit on test. I would prefer to allow the players to discuss the changes, however I Just wanted to get that out there. The term Insta-hit has very different meanings to different people.
marmalade wrote:just an observation for what is currently on test.

player stamina is not right. running on a mount, you lose more than 1 to 1.5 stamina points a second. this cannot be accurate.
The fatigue rate should be the same on test as on the live shard, however I'll look into that, it's possible I didn't merge the latest fatigue changes in.


Note there is no schedule for implementation of the OSI combat timer or the other changes. This has been discussed for many months and has now been implemented on test.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 4:07 am
by marmalade
what do you mean when you say insta hit should work?

currently on test you cannot swing a weapon immediately after equiping it. there is an arm delay, similar to the delay you would find on a uor server. additionally, hits can be dodged by moving out of the way when the animation starts since the damage doesn't apply until the end of the animation. is this supposed to be correct or am i missing something?

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 5:19 am
by corr]
marmalade wrote:what do you mean when you say insta hit should work?

currently on test you cannot swing a weapon immediately after equiping it. there is an arm delay, similar to the delay you would find on a uor server. additionally, hits can be dodged by moving out of the way when the animation starts since the damage doesn't apply until the end of the animation. is this supposed to be correct or am i missing something?
I just tried it and marmalade is right. It reminds of swinging in early UO:R, although its slightly different. You need to be next to your opponent for about one full second in order for the swing to "finish its animation" and get an attempted hit. This doesn't seem to be working as intended.

As far as anything else, its hard for me to comment since I don't completely understand the reswing system. However, it seems like it's impossible to get a swing arming your weapon (hally or otherwise) after dumping a combo. i.e. I don't currently see how to do the "explode ebolt hallywhack" combo in the system as it stands on TC.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 9:31 am
by Joueur Moyen
I thought insta-hit meant that damage for a successful swing was applied at the start of the animation and not at the end. Before insta-hit, it was possible to outmaneuver a swing.

The problems people are reporting don't necessarily mean that insta-hit is gone, but that the timer might not be working correctly. (Says Capt. Obvious, lol.)

Some bullet points by the developers on what we should be experiencing might be helpful, and as testers, more detailed feedback would help others duplicate any issues/bugs.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 10:18 am
by MatronDeWinter
Joueur Moyen wrote:I thought insta-hit meant that damage for a successful swing was applied at the start of the animation and not at the end. Before insta-hit, it was possible to outmaneuver a swing.
That's correct. Prior to "insta hit" you could dodge an attack when you saw the animation start.

Edit: I had some time to play around this morning and did the following test.

I set a macro to tab in/out, followed by a delay X, and then attack last target.

I stood right near an opponent, set the delay to 0 and ran the macro, no swing

I then progressively increased the delay but saw really no coorelation between tabbing and the swing. It was my understanding that a formula is ran based on stamina and weapon speed to determine the swing time. This could be reset by tabbing, but I am having a hard time determining how long after the tab I should swing. For a little bit there (around 2.5sec) with a standard 25 dex tank mage It seemed like I was able to judge when I would swing. I kept that time as the delay and tried to incorporate it into spell casting, Explode-play-macro-ebolt-arm...no swing? Well it did, but it felt later. Maybe due to an equip delay?

I know that explode-ebolt-hally was possible, so I am confused as to how this can be achieved on this trial system. I agree with the above poster who requested some guidelines by staff as to what we should expect.

I also noticed that you have to remain stationary for the entire duration of the animation in order for archery to hit. Otherwise it is a miss, so you realistically cannot "shoot and scoot" as fast as I remember. I did not test this with a melee weapon though.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 12:44 pm
by Sandro
The population definitely reflects the quality of this patch.

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 1:16 pm
by Faust
Sandro wrote:The population definitely reflects the quality of this patch.
That is funny since the patch is only on the test center.

If you have nothing to contribute related to the topic of the discussion don't bother posting.

Didn't you tell me this same exact comment one time too?

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 1:52 pm
by rouss
Sandro wrote:The population definitely reflects the quality of this patch.
lmao

Re: Combat Timer Trial and other proposed changes now on Tes

Posted: Sat Jul 10, 2010 1:55 pm
by hectorc2w
yea i have to say that this isnt at all like i thought it would be

:( i hope it changes