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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Fri Feb 05, 2010 8:17 pm 
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I must say I don't remember them being that fast either.


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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Fri Feb 05, 2010 9:32 pm 
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Lo Pan wrote:
why such a drastic increase to the speed of these creatures? granted its been a long time since i played t2a but i don't remember them every being that fast. (aside from silver serpents)

Assuming you mean Teratheans and Ophids. The speed of these creatures was commented on by many players, but the biggest indicator that they were moving too slow was the jumpiness of their animation at their previous speed. We moved them up a single step, and their movement looks proper now anyway, but i will of course continue to listen on this issue, and hope that something comes up that either confirms or refutes these changes.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Fri Feb 05, 2010 9:55 pm 
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yes, to clarify i did mean terrathians and ophidians. sorry for not specifying in previous post. well in any event, it just seemed to me that the jump in speed was pretty drastic and i just was curious as to why. thank you for the quick reply.


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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 7:23 am 
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Lo Pan wrote:
why such a drastic increase to the speed of these creatures? granted its been a long time since i played t2a but i don't remember them every being that fast. (aside from silver serpents)


I agree, I remember silver serpents were the only creatures that could move without pausing between steps


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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 3:11 pm 
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Creatures were dreadfully slow during the pre-t2a time frame as shown on the demo.

I don't remember most creatures being quick at all. Most creatures became very quicker during the UOR time frame.

One creature that I do remember being pretty quick without pauses were EV's though.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 3:17 pm 
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Faust wrote:
Creatures were dreadfully slow during the pre-t2a time frame as shown on the demo.

I don't remember most creatures being quick at all. Most creatures became very quicker during the UOR time frame.

One creature that I do remember being pretty quick without pauses were EV's though.


good for you.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 3:31 pm 
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HI IM MIKE wrote:
good for you.


Nice waste of bandwidth as usual, but nothing new there, eh.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 3:31 pm 
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I remember EV's being faster as well. Some of this could be attributed to the increased lag that existed during the era, but they were definitely faster. A friend of mine used to pk by casting ev and spamming para to slow the target down....was an effective tactic at the time.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 3:32 pm 
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Defintely true, benny.

This is exactly the same thing that I remember with them.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 3:58 pm 
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Faust wrote:
Defintely true, benny.

This is exactly the same thing that I remember with them.


Agree.
I spend/spent alot of time on foot, and an EV meant certain death.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sat Feb 06, 2010 7:03 pm 
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I remember I was on a college T1 in 1999, and I was pinging 300+ ms to the live servers (with an average of probably 1% packet loss). EVs are pretty fast as it is, against someone on foot, and I could see them being sure-death if you're pinging 300ms.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sun Feb 07, 2010 9:34 am 
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So the animations are ment to look smooth at the creatures speed?

I've noticed a lot of things, such as pack horses have really jumpy animations, should creatures not be able to keep up at walking speed? currently there are very few monsters i found that cannot be walked away from.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Sun Feb 07, 2010 3:14 pm 
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RunUO may have been break through emulation software for Ultima Online, but their code for the movement of npc's has been the worst of the worst for any emulator out there.

This has been something that no shard has ever been able to fixed for some reason.

The movement when a creature is block would be a great example of this. The creatures will jerk around walking back and forth when they should simply stand still in the blocked state watching their combatant.

This process is very apparent on the demo since pathfinding never changed from that point until the SmartAI adjustment during or a little after the UOR publish.

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 Post subject: Re: Patch 124 - Feb 2, 2010: Shard Stability, Speeds, Exp. Pots
PostPosted: Mon Feb 08, 2010 11:52 am 
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I can't speak for how they are now, I haven't checked out the keep since the patch.
But I certainly remember teras and ophidians (especially) being much much faster on OSI in t2a than they were when I went there a month or so ago.
The "Courtyard" if you will, in tera was ridiculous, and almost certain death back in the day.


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