ITT: We discuss changes on testcenter as of 5/6.

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
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Fwerp
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ITT: We discuss changes on testcenter as of 5/6.

Post by Fwerp »

This way, we can have a running conversation.

I think the interrupt delays are too long, and that it's weird to have both fizzling debuffs interrupting and long interrupt delays.

ALso, what is the recast timer on test and what is it on live UOSA?

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by BlackFoot »

when you cast a debuff on somone already debuffed it still inturupts?
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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Fwerp »

Yes, on test center.

Something needs to be done to make fights end faster. The system on test is really not fun at the moment, but it was really solid within in the past 2 weeks.

=(

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Jack »

ya this is terrible
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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Faust »

Hrm, the disarm delay was pretty much wiped out with the latest test addition...

I told you that fights would become slower the longer the hally delay got.

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by BlackFoot »

i played for a while there, seems like its more combo oriented there which i like
guy kept makin me waste my hally hit though :/
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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Derrick »

The major changes presently on test center are:
  • Your swing timer is not set to two seconds when disarming
  • Lift/Use/Attack packets are throttled to an average on one per second, but grouped in such a way (lag compensation) what you can perform a couple actions withing a second. It's one second per action on average.
  • There is a recovery delay on both interruption and on spell cast. The delay is currently one second I believe.
  • Debuffs will disrupt even if the target is already debuffed. This has to my surprise been pretty well documented as accurate, at least to March 2000, and there's no evidence that I've seen showing that this was a new feature in 2000.
  • There are probably some things I'm leaving out, I'll likely add more to this.
Please keep in mind that this is for testing. But I'm aware that we need to get something finalized for live as soon as possible.

Thanks for making the thread. More descriptive posts would be appreciated.

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Fwerp »

The delays, simply put, are too long =(.

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by SPANKY »

I just wish that the part where if you arm your hally too soon, your timer gets reset gets tooken out, and the pvp will be SOOO much better.

It's what makes never ending duels... never ending.
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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Fwerp »

Yeah, we should at least try getting rid of the rearming penalty and see how it goes on test.

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Faust »

The equip delay is without a doubt a hundred percent accurate.

That is definitely out of the question.

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by BlackFoot »

so what you do is hit with the hally, take the hally off, run away from the guy spamming attack last for 2 or 3 seconds adn then your hally is good to go again?
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<IronfistMax> tell me where you are in game, and ill come thank you personally
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<Derrick> We will not negotiate with terrorists.
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Fwerp
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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Fwerp »

That'd be a bit more sensible, because spamming attack last with the current system results in long, drawn out, boring fights.

I LOVED the delays that were here two weeks ago. =(

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Chad- »

the system 2 weeks ago were gg

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Re: ITT: We discuss changes on testcenter as of 5/6.

Post by Derrick »

Spanky_CfH wrote:I just wish that the part where if you arm your hally too soon, your timer gets reset gets tooken out, and the pvp will be SOOO much better.

It's what makes never ending duels... never ending.
There's been a suggestion based on a literal intrepretation of the patch note that the swing only reset "in combat" i.e., in war mode. It doesn't make logical sence to me to have implemented it this way, but it's possible I guess.

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