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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Mon Sep 06, 2010 9:03 am 
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Derrick wrote:
[*]A problem with the core timer, introduced long ago was corrected. This was causing time to pass about 12% slower than it should have in game, and was effecting everything including but not limited to: spell cast times, weapon swings, bandaging, criminal timers, house decay, stamina loss, etc.


This is my bad guys... working on some new spells in my tower, something went awry.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Mon Sep 06, 2010 6:22 pm 
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Derrick wrote:
Any creatures which cannot move, including corpsers and reapers will show (frozen) in their name.


Hey there was a neato bug I found that stated that if you cast paralyze on any one of these immobile creatures they would be able to move until the spell duration wears off (might have just been the Corpser). Do we have that here?

Also with the 12% thing, Does that mean we run faster too?

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Mon Sep 06, 2010 9:58 pm 
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RoseRIP wrote:
Hey there was a neato bug I found that stated that if you cast paralyze on any one of these immobile creatures they would be able to move until the spell duration wears off (might have just been the Corpser). Do we have that here?

Also with the 12% thing, Does that mean we run faster too?

Nay, it will not effect your run speed, as that is controlled by the client and capped by the shard in real time, but i suspect it will effect stamina loss rate although I've not yet heard any reports of a difference. It definately effects stamina regeneration.

There was actually an attempt made last night to recreate the oddity of paralyzing frozen creatures such as the corpser and reaper to enable then to move, but the project was started quite late and did not work properly in the first attempt, so it was shelved for future work.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 10:22 am 
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  • Camping log-out with Bedroll now uses era style question menu [Thanks pm_lamont & Kaivan]
  • Changes to the follow command should make it more reliable
  • Adjusted Evil Mage and Evil Mage Lord clothing and skills/Stats/AR [Thanks Reena Dae]
  • A bug in the swing timer causing double-hits has been fixed.
  • Air elemental transparent hue re-applied: viewtopic.php?f=8&t=21687&p=198095#p198095
  • Ice Fiend Ice Aura damage added: viewtopic.php?f=8&t=22236&p=198091#p198091
  • Optimizations have been made to saves which may result in less "hang-time" after a world save has completed.
  • Some Inaccuracies from screenshots fixed: [Thanks Marmalade]
    • Fixed corpse name on frost troll
    • Changed overloaded message for players
    • Corrected second target Provocation prompt message
  • Predator HellCat and Lava Lizard Str increased [Thanks Mikel]
  • Hue corrections for Some NPC clothing, indluding Weavers and Jewelers shoes. We'll be making more comprehensive corrections to all NPC equipment soon. [Thanks roguan]
  • Movement restriction for Swing Advance re-implemented. The removal of this, coupled with other fixes including the timer fix yesterday has indicated that the removal of this mechanic was in error.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 2:40 pm 
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*edited*

Patch is fine overall, we just need to adjust alittle. If it's accurate then I surely want it in.


Last edited by Psilo on Fri Sep 10, 2010 11:20 pm, edited 1 time in total.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 3:28 pm 
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This mechanic does not require you to stop for two seconds to hit. If that is the case than there is a bug, and this should be posted in bug reports.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 3:31 pm 
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It requires you to stop for <time> to ready your swing. You can still swing your weapon (once readied) while moving/running.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 3:34 pm 
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Psilo wrote:
...
This simply didn't exist, we don't have enough evidence to say this existed to put this on UOSA and completely ruin pvp.
...


These notes are before instahit went into effect.

Quote:
http://groups.google.com/group/rec.game ... un&lnk=ol&

Jadesfyre Jun 24 1998, 3:00 am

Couldn't a simple solution be.....that a swordman(fencer,mace) just need to
be close to the target to swing. He need not have to stop to swing. Maybe
this is not realistic..but in the game many things are not.
-------------------------------

Dundee Jun 24 1998, 3:00 am

One other thing is that you have to run up and stand next to your
oponent for a second or two (or three if you're using the only melee
weapon in the game that can actually inflict some damage - a halberd)
before you take a swing. You will *never* stand next to an archer for
more than one second (unless he's lagged out beyond belief or lost
connect).
-------------------------------

John Wagner Jun 26 1998, 3:00 am

Using this model a melee weapon with cycle of 2 seconds(strikes
every 2 seconds) would trigger when you stand by a target for .5 seconds,
with a total interval between swings remaining 2 seconds. Thus you can
run up to your target and soon after you contact the swing goes off. No
more standing next to your target for 2 whole seconds (wildly
unrealistic). The percentage in cycles could be tweaked also (perhaps
1/5 of cycle is trigger, 4/5 raising).



Quote:
http://groups.google.com/group/rec.game ... 3890e4c112

Matt Miller Sep 5 1998, 3:00 am

I see two possible solutions. One would be forcing archers stand still
for a while before they fire. Only allow half the round time (or whatever is
best) to be counted down while the archer is running. This should be enough
to make archers somewhat vulnerable, but not enough to make them sitting
ducks.
The other would be to allow melee fighters to swing while running, with
decent accuracy.


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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 4:41 pm 
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*Edited to not give the impression that this patch was that way.

For the most part, great patch 8)


Last edited by Psilo on Fri Sep 10, 2010 11:20 pm, edited 2 times in total.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 6:59 pm 
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Psilo your over reacting.

Any hally mage is not even going to notice this. And you tell me when it was possible in T2A to just run non stop while cycling weapons (it didn't happen).

I run a dexer and have no problems with this.

GOOD CHANGE, THANK YOU DERRICK FOR PUTTING ALL THIS HARD WORK INTO THE GAME FOR FREE.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 9:40 pm 
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Welp, Im out. I had a lot of fun the last few days. I came back when I heard this absurd "stand still for your swing timer to cook" was gone, and it was truly great while it lasted.

I simply dont want to play having to use macros to compete. Rofl, look at the pvp screenshots with the ridiculous "hallytab" and "disarm tab arm" macros constantly spammed up the left side of the screen. Just stupid.


Last edited by Derrick on Fri Sep 10, 2010 9:53 pm, edited 1 time in total.
language: http://forum.uosecondage.com/viewtopic.php?f=11&t=19466


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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 9:41 pm 
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There was such an enormous surge of pvp when I was back compared to before I left, I thought UOSA had finally done something for the better. Should've known lmao.


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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 9:54 pm 
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I think there's a bit of confusion on what this means. This was a rollback to the movement we had last week, the old combat system was out the window some time ago.

If you have more to add about the movement restriction, please put it in an appropriate thread. Maybe in Suggestions or Discussion. There's likely a lot of disinformation on this, and discussion is probably warranted.

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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 10:33 pm 
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Yea it's not a big change, I just hope no one else quits over this :(

And great job on fixing double hit Derrick.

Also does anyone regarding there being darker evil mage clothing than the current color? I remember really necro clothinb but there wasn't like 3 different colors of it.

Maybe 2.


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 Post subject: Re: Patch 135 - UO Tutorial Server, Swing Advance/Movement,
PostPosted: Fri Sep 10, 2010 11:07 pm 
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Psilo wrote:
Also does anyone regarding there being darker evil mage clothing than the current color? I remember really necro clothinb but there wasn't like 3 different colors of it.

Maybe 2.


They have the exact code for the monster stats & loot-table. It is correct how it is.

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