Thoughts on the latest Patch

For ideas on how to make Second Age a better shard. Can it get any better? Maybe.
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Tronica
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Re: Thoughts on the latest Patch

Post by Tronica »

Jaster wrote:The old system was practically AoS 2/6 casting with the addition of 2 second hally hits and insta hit ...

You may have enjoyed it more because its a more recent version of UO to some extent and bc it allowed for faster casting of spells overall, but that doesn't make it better. It just makes it different. It's a matter of opinion on what you enjoy. The thing is, the current system is a much more accurate representation of t2a than any prior system. There hasn't been a system like this since 99 and no one is use to it. A lot of people are caught up in the ipy, metro, div, hybrid, dfi, and post t2a play style and are not ready to adapt ... maybe because they don't want to, or maybe because they can't. The thing is, this is a t2a accurate server and its going to move in that direction. If you feel that it is not a direction that you want to take, that is up to you.

Some people like the changes, some do not. If you want to play uo on the server, you are gonna have to accept them even if you don't like them, or prove that they are incorrect.

We have proof that these are the accurate changes?

I thought we had none, and thats why we were experimenting with everything?

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Derrick
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Re: Thoughts on the latest Patch

Post by Derrick »

Tronica wrote: We have proof that these are the accurate changes?

I thought we had none, and thats why we were experimenting with everything?
Well we know for certain the parts that a lot of people are taking issue with are correct, for example the lift/use delays, and the stamina based swing timer. What we're less sure of is the attack throttle, but that's the part that's actually been asked for. Whether the recast delay is 1.0 second or 0.75 seconds was up in the air and that's why we tried both, I think most will agree that the difference was minimal.

I honestly don't want to make a lot of little changes, we need to pick something and stick to it until we actually have real new information that shows that something might be wrong. This is the rightest it's ever been, and there are really only a couple minor variables here that are uncertain.

time2a
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Re: Thoughts on the latest Patch

Post by time2a »

so is your swing rate going to stay based on your stamina? ei making 25 dex quite hard unless mass of refresh's. Also with these changes how does one who followed into many others of being hally mage with the 100 100 25 adapt and change of skills? Thanks
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Derrick
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Re: Thoughts on the latest Patch

Post by Derrick »

time2a wrote:so is your swing rate going to stay based on your stamina? ei making 25 dex quite hard unless mass of refresh's. Also with these changes how does one who followed into many others of being hally mage with the 100 100 25 adapt and change of skills? Thanks
What's on the shard today is certified wrong, what was on the shard yesterday was certified wrong with an additional bug that severely penalized you if you had <25 stam.

What's currently on test center will likely be loaded in the morning. Check the Patch Note thread for more info on this.

time2a
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Re: Thoughts on the latest Patch

Post by time2a »

ok thanks cus it pisses me off i cant use the test center to see all these changes when i like to try to pvp. My razor doesnt open up allowing me to hit okay when i start it, neone have insight on this? Thanks derrick for info
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Colisseus
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Re: Thoughts on the latest Patch

Post by Colisseus »

General Tab -
Check: "Show Welcome Screen"

time2a
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Re: Thoughts on the latest Patch

Post by time2a »

oh hells yes thanks bud
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Faust
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Re: Thoughts on the latest Patch

Post by Faust »

We should simply revert the recovery delay back to 0.75 seconds since there is no evidence to support anything... The 1 second delay is simply way too long without a doubt. However, the disturb recovery delay should force the delay to be finished out. This is a win win situation for both arguements. Depending on when the spell gets interrupted the recast delay on an interrupted spell could be longer or shorter. Instead of having this enormous static delay on interruptions it would clearly depend on when the spell was interrupted on your opponent. This adds to the level of skill for pvp correct the problem with these long recast delays that are entirely wrong.

For example, let's throw some stats out there...

- Current System -
Greater Heal Spell
Disrupted at 0.25 - 1.00 Recast Delay - 1.25 Next Cast
Disrupted at 0.50 - 1.00 Recast Delay - 1.50 Next Cast
Disrupted at 0.75 - 1.00 Recast Delay - 1.75 Next Cast
Disrupted at 1.00 - 1.00 Recast Delay - 2.00 Next Cast

- Actual System -
Greater Heal Spell
Disrupted at 0.25 - 1.00 Recast Delay - 1.25 Next Cast
Disrupted at 0.50 - 0.75 Recast Delay - 1.25 Next Cast
Disrupted at 0.75 - 0.50 Recast Delay - 1.25 Next Cast
Disrupted at 1.00 - 0.25 Recast Delay - 1.25 Next Cast

This type of system makes much more sense than using the static delay of the recovery system. Both delays are entirely different and not at all related. It makes absolutely no sense to use the recovery delay for an interruption. First, the recovery delay is based on a successful spell sequence upon casting. This means when a spell actually attempts to target a spell rather it be manually or a spell that does it automatically.

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Colisseus
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Re: Thoughts on the latest Patch

Post by Colisseus »

I think raising the delay while making all debuffs interrupt was absolutely retarded. It's just a debuff/hally fest out there

time2a
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Re: Thoughts on the latest Patch

Post by time2a »

right i dont see how making the delay of interupted spell longer is going to make it even when u can keep weakening,clumsy,feeblemind over and over... id think a short delay would go better, iono/
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Jaster
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Re: Thoughts on the latest Patch

Post by Jaster »

Colisseus wrote:I think raising the delay while making all debuffs interrupt was absolutely retarded. It's just a debuff/hally fest out there
This is not true. The reason you may be seeing it is because most of the mage pvpers here don't know any better. If you are killed purely on debuffs and hally swings, you have more issues to deal with on your own than the mechanics.

My belief of the disrupt delay being equal to or longer than the recast delay is simply because disrupting someone should give the player on offense the advantage. They timed their spell to disrupt you, give them the change to cast a spell ... keep in mind every big damage spell has a delay on the time the damage hits. In order to disrupt the person again, after the initial disrupt and then the cast of a big damage spell, you'd either have to fastcast the next spell or melee interrupt. Might be confusing, let me try an example...

Player A disrupts Player B with a weaken
Player A begins casting an ebolt while Player B is waiting the disrupt recovery delay out

Right before Player A's target cursor is coming up, Player B begins casting Greater Heal
Player A targets Player B with the ebolt and must wait the recast delay for their next spell
Ebolt is delayed 1 second on the damage and Player B has enough time to target their greater heal.

If the time it takes to recast a spell and recast after a disrupted spell are the same, or the disrupt delay is less than the recast, it will make recovery way to easy in a fight. Timing was key in t2a, which is why the longer disrupt delay [longer than recast delay] is necessary. If you are disrupted it does not mean that you are going to lose, it just means that you have to be creative in your approach to the fight.

Tactic A will not work against Player 1, Player 2, and Player 3.
It may only work against Player 1.
Tactic B won't work vs Player 1, but it will vs Player 2 and Player 3.
Tactic C may not work against anyone but Player 84.
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Colisseus
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Re: Thoughts on the latest Patch

Post by Colisseus »

Sorry loops, didnt' bother to read all that after you said "The player had enough skill to time his interrupt"

That skill went out the window when debuffs started interrupting everytime. Don't even think about bringing up Gheal ever, any moron can debuff instantly.

time2a
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Re: Thoughts on the latest Patch

Post by time2a »

well i guess that makes sense if the timers are the same technically u should be able to cast g heal in time, but someone like a medi dexer with a katana does somethin like this
weaken
katana hit
pull/lift
weaken
katana hit

wouldnt something liek that over and over be able to interupt the g heal everytime, or are the ques. I kno if u could use g explosions pots in that it would be even more deadly but now there is action que when disarming and using pot right?

thanks
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Jaster
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Re: Thoughts on the latest Patch

Post by Jaster »

time2a wrote:well i guess that makes sense if the timers are the same technically u should be able to cast g heal in time, but someone like a medi dexer with a katana does somethin like this
weaken
katana hit
pull/lift
weaken
katana hit

wouldnt something liek that over and over be able to interupt the g heal everytime, or are the ques. I kno if u could use g explosions pots in that it would be even more deadly but now there is action que when disarming and using pot right?

thanks
He's not gonna swing everytime he re-equips though ... hes just gonna waste his swing timer the whole time, and then since he has no weap equipped while he debuffing you, he wastes his mana then you hally once [guaranteed hit if they have no wrestle], hes on defense and you heal. debuffs do no damage ... if they spam, just mini heal and move.
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time2a
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Re: Thoughts on the latest Patch

Post by time2a »

right, so we going to be seeing in mana much more now. However in field team fighting i can imagine seeing one person stick soley to disrupts hwole time while other will be dumping. naaasty
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