Speed up cast delays
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Speed up cast delays
This post is purely from a pvpers perspective as I don't feel this would drastically change the face of the game for crafters and PvMers alike.
Im simple terms currently you can't cast spells fast enough after already casting one or recasting after a disrupt I feel if this was sped up it would increase the quality of pvp and Make the shard less about instant hit and more skill based as opposed to luck.
I'm not really that good with wording and explanation so I'll leave it at that til more is needed.
Feedback, opinions etc thank you
Im simple terms currently you can't cast spells fast enough after already casting one or recasting after a disrupt I feel if this was sped up it would increase the quality of pvp and Make the shard less about instant hit and more skill based as opposed to luck.
I'm not really that good with wording and explanation so I'll leave it at that til more is needed.
Feedback, opinions etc thank you

Re: Speed up cast delays
I think its a good idea, but its ganna be shot down by a buncha neo uo scholars 

Re: Speed up cast delays
Why do you play here if you're against the shards main principle to recreate the t2a experience?Zigo-U- wrote:I think its a good idea, but its ganna be shot down by a buncha neo uo scholars
Re: Speed up cast delays
Well how can you even tell these delays are accurate if you're basing half the mechanics off the uo demo?

Re: Speed up cast delays
I agree with this, see the poisoning change. However, unfortunately for anyone trying to change what would be considered the status-quo, the onus of proof is on the presenter. I would recommend trying to find information on the casting delays beyond what has been presented in order to get your suggestion to be valid.Markmosthandsome wrote:Well how can you even tell these delays are accurate if you're basing half the mechanics off the uo demo?
Re: Speed up cast delays
I honestly don't find the idea of sifting through 10 year patch notes that appealing I'm sure we could just agree that we should maybe cater so some of the current playerbase's suggestions without masses of proof.

Re: Speed up cast delays
I'm not faust but one of the things we need to keep in mind is that the main purpose of this shard is to recreate the T2A experience and NOT start adjusting or fixing 'the way it was'.
Apparantly many shards claimed to be T2A but they failed when they started to add their own flair or 'customs'. Why would we want to see additions to what apprantly has been the key to UOSA's success?
The one thing that is custom here, the events, should be a good indication about why making customer adjustments to the game mechanics is a bad idea. Just look up all the threads and discussions about their design and flaws.
I like them and do participate in them, but there are sooo many opinions to be found about how to 'fix' them. I'm glad I'm not Derrick.
Apparantly many shards claimed to be T2A but they failed when they started to add their own flair or 'customs'. Why would we want to see additions to what apprantly has been the key to UOSA's success?
The one thing that is custom here, the events, should be a good indication about why making customer adjustments to the game mechanics is a bad idea. Just look up all the threads and discussions about their design and flaws.
I like them and do participate in them, but there are sooo many opinions to be found about how to 'fix' them. I'm glad I'm not Derrick.

Re: Speed up cast delays
Well then maybe we should consider that the current mechanics aren't entirely accurate or are based off half-facts and if we can't fully determine the subject shouldn't the most suitable/playable substitute be put in place til we can find concrete evidence of how it was.

Re: Speed up cast delays
The delays are fine IMO. Granted, these delays might not what some people are used to. The delays are probably a perfect reflection of this servers goal of T2A accuracy.
If anything needs to be changed outside of accuracey, make spells and weapon hits a garenteed interrupt. There could be more throttle on attack last too. Otherwise i find the pvp fun and rewarding, aslong as my opponet is decent and not an attack last spammin noob.
If anything needs to be changed outside of accuracey, make spells and weapon hits a garenteed interrupt. There could be more throttle on attack last too. Otherwise i find the pvp fun and rewarding, aslong as my opponet is decent and not an attack last spammin noob.
Jono | Carnous | Micro
Re: Speed up cast delays
#lowskill? it's pretty obvious the current system caters to lowerskill players who survive purely on offscreens ;[

Re: Speed up cast delays
If you find off screening a problem then maybe you would want to argue the removal of mounts, or the use of paralyze as an interrupt.
Jono | Carnous | Micro
Re: Speed up cast delays
It's not off screening it's more the slow rate at which you can fastcast your next spell etc

Re: Speed up cast delays
Mentioning the removal of mounts will fall on deaf ears here, never will even be up for discussion.Creager wrote:If you find off screening a problem then maybe you would want to argue the removal of mounts, or the use of paralyze as an interrupt.
As for paralyze interrupting, it's an era feature that you cannot actually paralyze someone who is casting, as they are already flagged as "frozen".

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Re: Speed up cast delays
So you want something changed, have no proof against the way it currently is and do not feel like researching the topic to find suitable proof to change it?Markmosthandsome wrote:This post is purely from a pvpers perspective as I don't feel this would drastically change the face of the game for crafters and PvMers alike.
Im simple terms currently you can't cast spells fast enough after already casting one or recasting after a disrupt I feel if this was sped up it would increase the quality of pvp and Make the shard less about instant hit and more skill based as opposed to luck.
I'm not really that good with wording and explanation so I'll leave it at that til more is needed.
Feedback, opinions etc thank you
Here is what I and most will likely take from this:
The current way that thigns are I don't like. I want something to change so I can enjoy it more. Please change it because I said so
- I don't think that is the way to get things changed around here.
Re: Speed up cast delays
Your reply is a prime example of your ignorance. First, at the time of the last demo compilation there were NO recasting delays making your assertions involving the demo completely absurd.Markmosthandsome wrote:Well how can you even tell these delays are accurate if you're basing half the mechanics off the uo demo?
Here is the patch that implemented the recast delay. This patch took place a couple months after the last compilation of the UO Demo that clearly states the reason there are none.
Fast casting is derived from the implementation of the recast delays. A recast delay is defined as being able to recast after casting a spell or being interrupted. Both of these delays are different from one and the other.1998 Patch Notes - http://wiki.uosecondage.com/index.php?title=1998_Patch_Notes wrote:Server update Nov 23 1998 10:59AM
EXPLOITS
Numerous loopholes used by third-party programs will be corrected. As we have stated before, we intend to continue moving aggressively to prevent these programs from having any utility. We don't wish to describe all of the fixes we made, so that exploiters have as little warning as possible, but one change in particular merits notice.
The "Fast last-target spellcasting" exploit will be corrected. This involved placing a small skill delay after completion of casting.
Here are the two different types of recast delays listed below.
Recovery Delay - The delay that occurs before being able to cast another spell after successfully casting one.
Interruption Delay - The delay that occurs before being able to cast when a spell gets interrupted.
The recast delay that the author of this thread is bitching about is is the recovery delay. This delay is clearly described in numerous locations in many different articles.
The recovery delay is based on two different delays that coincide with each other. First, the delay that takes place after successfully casting a spell. This means the effect/animation aspect of the spell after targeting or auto-targeting a spell. This delay is 2.25 seconds long or the equivalent of an 8th circle casting delay. If you don't wait this delay out there will be a forceful recast delay of 0.5s or an equivalent of a first circle spell that takes place before you can cast another spell again.UOPowergamers.com - http://www.uopowergamers.com/e-pvptapion.shtml wrote: In order to double cast you need to cast the first spell and wait about 2.2 seconds after the target cursor comes up then target cast the next spell immediately then target again. Its a good idea to hold down the 2nd spell after you push the macro for the first spell (thats why I stressed earlier that its important to have offensive spells on the F keys so you will be able to push the target for the first spell after waiting 2.2 seconds while holding down the second spell). Lets experiment now to see if you have it right...find a dog cat or anything that will survive 2 mindblasts and set him on last target.
Again, this implementation like every other on this shard is based on accuracy.