Combat Timer Trial and other proposed changes now on Test

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Faust
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Faust »

The original pret2a swing timer advanced during movement and we are fully aware that this was the case during the UOR era too. The problem is the patch note listed in a mini update directly after the UOR publish.
Mini-Update Apr 28 2000 3:30PM CST - http://update.uo.com/design_195.html wrote:Players using melee weapons in combat will now hold their swing until their target is in range. Additionally, the timer that determines melee weapon swing times (combat timer) will now advance as the player is moving. Thus, melee weapon users will no longer be required to stop moving before swinging.
The interpretation of this patch note varies from person to person.

Joueur Moyen
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Joueur Moyen »

Mini-Update Apr 28 2000 3:30PM CST - http://update.uo.com/design_195.html wrote:Players using melee weapons in combat will now hold their swing until their target is in range. Additionally, the timer that determines melee weapon swing times (combat timer) will now advance as the player is moving. Thus, melee weapon users will no longer be required to stop moving before swinging.
What that patch note could mean is that after the patch, the timer advanced into a ready to swing state while on the move, whereas pre-patch, it would not advance into that state.

"Thus, melee weapon users will no longer be required to stop moving before swinging."

That to me means the player pre-patch had to stop moving to swing, but it doesn't necessarily mean that that player wouldn't be ready to swing when they stopped moving.

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Derrick
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Derrick »

Joueur Moyen wrote:That to me means the player pre-patch had to stop moving to swing, but it doesn't necessarily mean that that player wouldn't be ready to swing when they stopped moving.
My interpretation, based now on a better understanding of the code is that while moving your swing readiness was not reevaluated. The effect of this is surprisingly minimal in terms of play, however it lends a great performance boost to the combat system as your effective swing speed in terms of stamina and weapon speed are not being continuously recalculated while you're moving.

Our original interpretation of movement freezing the combat timer was misguided and partially based on results from trials in the demo which were misinterpreted.
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Joueur Moyen
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Joueur Moyen »

Derrick wrote:My interpretation, based now on a better understanding of the code is that while moving your swing readiness was not reevaluated. The effect of this is surprisingly minimal in terms of play, however it lends a great performance boost to the combat system as your effective swing speed in terms of stamina and weapon speed are not being continuously recalculated while you're moving.

Our original interpretation of movement freezing the combat timer was misguided and partially based on results from trials in the demo which were misinterpreted.
If I understand you correctly, the combat timer will not be frozen while moving, but neither will the swing readiness be reevaluated while moving. Does that mean the timer will advance while moving, thus allowing the player to swing when they stop moving if the timer has advanced up to the ready to swing state?

Sorry for being so confused, but I don't have the code in front of me.

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Faust
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Faust »

This change actually makes a lot of sense after understanding the full scope of it. The timer is actually still moving but the code portion that calls for the calculation of a swing isn't returned until a character has stopped moving. This aligns with the patch note description quite precisely.
Joueur Moyen wrote:Does that mean the timer will advance while moving, thus allowing the player to swing when they stop moving if the timer has advanced up to the ready to swing state?
Yes, that is pretty much the case. The states only change when the counter/timer exceeds a specific number. However, this is the portion of the code that 'pauses' or 'freezes' until you stop moving, not the actual counter/timer.
Last edited by Faust on Tue Jul 27, 2010 9:39 am, edited 1 time in total.

Joueur Moyen
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Joueur Moyen »

Faust wrote:This change actually makes a lot of sense after understanding the full scope of it. The timer is actually still moving but the code portion that calls for the calculation of a swing isn't returned until a character has stopped moving. This aligns with the patch note description quite precisely.
Thanks, that explains it in terms I can understand. :)

(The code being called when the player stops moving, which then determines if the player's swing is ready. Correct?)

Edit: Never mind. You explained it in your above post.

Eaglestaff
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Re: Combat Timer Trial and other proposed changes now on Tes

Post by Eaglestaff »

- Archers on Test suffer "stop and plant" delay even if they have already stopped and paused. Is this accurate?

Currently on test archers have to stop and wait before shooting even when they haven't been moving. That is, say I'm already standing still and I have not yet entered into combat either by aggressor or receiver, if I enter into war mode and double click my target I still will not fire my bow instantly. I will have to wait the same delay as I would if I had been moving. I understand that archers have to "stop and plant for one second when moving in order to fire" but even if you are already stopped and planted you have to wait the one second. I dont know if this delay only comes into effect when first initiating combat or on every swing. One would have to calculate the exact timer for weapons to know this. But I assume it is possible that this delay, if applied on every swing could be making bows slower to fire than they should. It is reasonable to wonder that if this delay is being wrongfully applied on the first shot that it may also be applied on every shot. It also happens when you are not the aggressor. That is, if someone attacks you when you are standing still and have a bow armed you still have to wait to "stop and plant" even though you are already stopped and planted. This makes it difficult to attack someone with a bow because it is very easy for them to see the "You are being attacked" message and that you have a bow armed and getting ready to fire. Everyone is on horseback and can get out of bow range easily before the shot comes if they see the red message. It would be different if you could stop and wait out the second, then attack and insta fire.

Update: I have been able to isnta fire but only on rare occasion...I can't reproduce the effect at will.

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