Spell Delay problem

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malice-tg
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Spell Delay problem

Post by malice-tg »

I propose that this spell delay is not accurate based on a few reasons.

1. the delay between casting spells 6th lvl exp ebolt was 2.2 seconds to make a fast exp ebolt combo.

2. to toss a potion during a combo witout fast cast it was 3.7 sec delay making the potion hit first then ebolt then explode.

3. the information on stratics was not always accurate. there were many inaccurate pages on there for people in the know.

4. the times to cast a spell for a user is dependant on communication with the server. when the information was posted to stratics the spell delay could have been easily calculated by someone with a 300 ping adding additional time to when he saw the cursor.

5. the real "spell delay" on pages would refer to #1. the time between the "beginning" of the cast to the "beginning" of the next cast. 2.2 seconds would appear to the user to be .5x6=3 seconds on dail up.

Basically i feel like I am on dial up when im casting now and that is the reason I’m thinking this #5 was the mistake.

If you did a fast cast exp flame strike combo back in the day the fs would hit first and then halby and then exp.

as it is now someone from another country outside us can out run a lvl 3 poison spell / fireball. the fireball used to always hit a target as it ran from the center out in my experience.

I hope this makes sense but I think we misinterpreted the information on the sources url because casting time is not the same as spell delay.

I base this on my experience, my old macros, and old emails to guildmates.



-Malice

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platy
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Re: Spell Delay problem

Post by platy »

nah i used EXP / FS alot back in the day, the combo never made it at the same time..
I can agree that your spell delay theory seems like an interesting solution, and I also agree that these spell times hurt pvm and pvp, but it IS more accurate, maybe in the middle suggestions would help Derrick find an answer to suit all... I know there are some here who like the changes, since it is more accurate according to that website (which i remember visiting back in the days) I for one like the change but fear what it will do to PVP
D:

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TwoTon
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Re: Spell Delay problem

Post by TwoTon »

i agree i feel that it has alot to do with dialup, i also tested how far someone could run while i casted Ebolt during that three seconds they got over 2 screens away from me and plenty of room to were i would NEED tracking to follow them.

we just did a tile check and counted the tiles from were i was to were he got to, and it was 35 tiles he was able to run before i finished casting ebolt....... now think of flamestrike or any other high level spells, invis?? to cast invis and get away from someone i seem to need to cast invis over 35 tiles away :(

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Re: Spell Delay problem

Post by TwoTon »

TwoTon wrote:i agree i feel that it has alot to do with dialup, i also tested how far someone could run while i casted Ebolt during that three seconds they got over 2 screens away from me and plenty of room to were i would NEED tracking to follow them.

we just did a tile check and counted the tiles from were i was to were he got to, and it was 35 tiles he was able to run before i finished casting ebolt....... now think of flamestrike or any other high level spells, invis?? to cast invis and get away from someone i seem to need to cast invis over 35 tiles away :(
huh

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Re: Spell Delay problem

Post by malice-tg »

platy wrote:nah i used EXP / FS alot back in the day, the combo never made it at the same time..
I can agree that your spell delay theory seems like an interesting solution, and I also agree that these spell times hurt pvm and pvp, but it IS more accurate, maybe in the middle suggestions would help Derrick find an answer to suit all... I know there are some here who like the changes, since it is more accurate according to that website (which i remember visiting back in the days) I for one like the change but fear what it will do to PVP
D:
I disagree obviously... is there some record of the decrease in spell cast times ( faster casting ) before say 2002?

It would be a shame if this stays this way.

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Re: Spell Delay problem

Post by TwoTon »

TwoTon wrote:
TwoTon wrote:i agree i feel that it has alot to do with dialup, i also tested how far someone could run while i casted Ebolt during that three seconds they got over 2 screens away from me and plenty of room to were i would NEED tracking to follow them.

we just did a tile check and counted the tiles from were i was to were he got to, and it was 35 tiles he was able to run before i finished casting ebolt....... now think of flamestrike or any other high level spells, invis?? to cast invis and get away from someone i seem to need to cast invis over 35 tiles away :(
35 tiles........

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Re: Spell Delay problem

Post by Derrick »

malice-tg wrote:2. to toss a potion during a combo witout fast cast it was 3.7 sec delay making the potion hit first then ebolt then explode.

3. the information on stratics was not always accurate. there were many inaccurate pages on there for people in the know.

4. the times to cast a spell for a user is dependant on communication with the server. when the information was posted to stratics the spell delay could have been easily calculated by someone with a 300 ping adding additional time to when he saw the cursor.

If you did a fast cast exp flame strike combo back in the day the fs would hit first and then halby and then exp.
I think the cast can be made that our exp delay timer may still be a little short. This is something we may have to fine tune as there was no specific documentation on it to be found anywhere.

We've done a ton of researching. Stratics has not been our only resource. My memory alone tells me that Gate Travel was casting way way too fast, the 300ms ping in your example would not make up this difference.

I agree that statics has inaccuracies, but this is something that was documented there for a very long period of time. I doubt it was one guy on a 300ms dial-up ping that did some bad math and it was just never corrected.

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Re: Spell Delay problem

Post by malice-tg »

Derrick wrote:
malice-tg wrote:2. to toss a potion during a combo witout fast cast it was 3.7 sec delay making the potion hit first then ebolt then explode.

3. the information on stratics was not always accurate. there were many inaccurate pages on there for people in the know.

4. the times to cast a spell for a user is dependant on communication with the server. when the information was posted to stratics the spell delay could have been easily calculated by someone with a 300 ping adding additional time to when he saw the cursor.

If you did a fast cast exp flame strike combo back in the day the fs would hit first and then halby and then exp.
I think the cast can be made that our exp delay timer may still be a little short. This is something we may have to fine tune as there was no specific documentation on it to be found anywhere.

We've done a ton of researching. Stratics has not been our only resource. My memory alone tells me that Gate Travel was casting way way too fast, the 300ms ping in your example would not make up this difference.

I agree that statics has inaccuracies, but this is something that was documented there for a very long period of time. I doubt it was one guy on a 300ms dial-up ping that did some bad math and it was just never corrected.
Well really its not that unusual why would anyone care about the exact time on that page... nobody would check it because everyone was playing the real OSI and too busy pvp'in to check it. people could feel the timers.

I think spell cast times stayed rather consistent until the 2003 aos patch.

if the cast times got faster between 1998 and 2003 aos release people would have had alot of opinions about it. it would have changed templates around alot it would be something people probably remembered because thats the day they made x template, or posted x reply in forum.

logically it doesnt make seem right to me and it doesnt feel right.

azisza
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Re: Spell Delay problem

Post by azisza »

I agree with the inconsistencies with spell timers, and disagree 100% with these changes. I understand

the need to balance pvp between dexers, but this only came about in factions with blessed

supreme acc vanq spears :)

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Derrick
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Re: Spell Delay problem

Post by Derrick »

azisza wrote:I understand the need to balance pvp between dexers...
This was done with complete disregard for "balance" as is everything we do. Accuracy is the number one objective.

We're desprately re-looking in to everything we believe we know about spell timers to verify that what we have is correct.

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Re: Spell Delay problem

Post by ironfistmax »

I have played UO since '98 and I sure as hell would have remembered the spells being changed this drastically. I don't.
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Re: Spell Delay problem

Post by Game-Rage »

didnt read this thread, this just made alot of people quit.. even though there is fuck all pvp atm.. its really gona suck balls now. ohwell, until its fixed im out and im sure alot more is. 1 thing i notice, when servers get big they tend to then build the shard for them, not the players. not a insult, just truth.
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venox
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Re: Spell Delay problem

Post by venox »

bah- this change makes me feel un-easy...it doesnt seem right...

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Re: Spell Delay problem

Post by Game-Rage »

also another point. Back in 99 more were on dial up - 128 kb/s. Meaning the delay was there yes, but dexxers also lagged and some could not catch up to a lagging mage. Also it was more free pvp with mage vs mage since not alot of players had macros so there was time to mess around. Now people on high speed internet, Fast pace macros, Insanly fast computers.. It just makes mages useless. Dexxers will now be over powers for 2 facts. Parry/ 60 AR armour/sheild. DP kyrss/katana then just hunt them down with a lag free connection.. Also with people from teh US pining 14 to my 250.. Owned. And to survive.. Parry and 60 AR will deflect most hits, Pots and bandies to heal.
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TwoTon
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Re: Spell Delay problem

Post by TwoTon »

Game-Rage wrote:also another point. Back in 99 more were on dial up - 128 kb/s. Meaning the delay was there yes, but dexxers also lagged and some could not catch up to a lagging mage. Also it was more free pvp with mage vs mage since not alot of players had macros so there was time to mess around. Now people on high speed internet, Fast pace macros, Insanly fast computers.. It just makes mages useless. Dexxers will now be over powers for 2 facts. Parry/ 60 AR armour/sheild. DP kyrss/katana then just hunt them down with a lag free connection.. Also with people from teh US pining 14 to my 250.. Owned. And to survive.. Parry and 60 AR will deflect most hits, Pots and bandies to heal.
if your pinging 250 you must be on a super awesome computer im like a few states away from texas and you can almost outrun me... nice try to bullshit though, and yesi do agree, the speed of spells just doesnt seem right and i know many people will be quite unhappy with this....

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