im with you on spell interuption delays.. but for the rest... unfortunately i think if it was "possible" but didnt happen on one server doesnt mean we should "fix it" or change it. i know that if you fought a guild from a different part of the world they could show you new ways to do things that you never thought of... think asian guild pvp.Jaster wrote:What I know about PvP during T2A based on memory and research about the era:
*Spell Casting Times [i.e. 1.75s to cast a 6th circle spell]
*Spell Interruption [i.e. having a harm interrupt a greater heal]
*Self-Disrupt [i.e. equip a weapon mid cast to make yourself fizzle]
*Spell Damage Delays [i.e. 1 second delay on lightning/e-bolt]
*Insta-Hit
*Fast casting was the only way to “spam” spells, and it could only be 2 spells in a row, not a 3rd or more.
*You could not stand toe to toe with another player during T2A and trade 2 second halberd hits.
*No one spammed Attack Last or Tab during the era. [this is not to say it could not happen, but it didn’t on Atlantic where I played]
*Being disrupted meant by spells made the recast time longer.
*The main damage came from magery [from mages] and weapons [from townies/dexers]
*Hally Mages were the most powerful mage spec of the era, but Archery, Macing, and Fencing were not unheard of to have. They were also very good and able to play in a 1v1 or group setting just as effective.
*Most townies/dexers had parry even though it was very difficult to GM because it absorbed and blocked a lot of damage from melee hits. They also used Order/Chaos Shields because they were free and gave a good amount of armor.
*Fencing was the weapon of choice for most townies/dexers because the kryss/warfork/short spear/long spear options gave fast swings and more damage on average than any other weapon class.
This is some of what I remember and have researched about the era. Currently on UOSA, we have a lot of players and staff who are unsure about certain things because we don’t have enough information about them to pin point their numerical accuracy. We have a lot of players who disagree with certain things involving the way PvP works here, and are tired of hearing the same quotes over and over again from Faust. We hear them so much yet no one cares tbh. They don’t care because of the manner in which he reports his information … like we are all idiots for thinking otherwise. A lot of information that Faust as well as other researchers on this shards mechanics has been great, but there is still a lot that is up in the air. I believe a lot of the “flaws” seem to stick out because we are mixing correct mechanics with incorrect mechanics, and what is happening is those that are incorrect are being abused and show up that much more. I understand that it is difficult to just fix everything in 1 shot and have it be correct … hell its probably impossible without Designer Dragon handing over his notes.
My suggestion is that we as a server …. Players, researchers, admin … take what we know for sure, numbers aside [only because we have extra interference that we can not change, i.e. razor, faster connections, multiple clients] and create mechanics that are not against accuracy, but feel correct.
For example: We know certain things for sure, yet others we are unsure about only because not all information is easily found with the numbers next to it. We know that the spell times are correct, the damage delays are correct, but you could not spell spam unless spells were fast casted … so lets work at trying to get a reasonable time to make it feel correct. We also know that you would never see 2 tank mages standing toe to toe during t2a tab spamming and attack last hally hitting every 2 seconds … so lets work on making a system that supports insta-hit but doesn’t allow this because it never happened [even if it was possible]
Discuss.
i know that i "did" spam attack last as a "uo" macro on my dexer to mess with mages insta hits...and i did it on my tank as needed. if anything we should look at the code for auto defend and make sure its possible to induce auto defend infinitely as long as the player defending can actually swing/punch. this would remove the two mages standing next to each other hitting a little unless they both wanted to
i also always tabbed on my mage during ebolts.. so much that when i came here ( never on a free shard) i was doing it when we didnt even have autodefend as a reflex that i couldnt explain once i thought about it.
i know that there was some delay if you got interuptd casted a spell... i think thats the main problem we have right now.