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Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 2:23 am
by Mens Rea
Mens Rea wrote:But - I could be wrong, and if anyone can demonstrate how to get exp/eb/hally to do damage near-simultaneously I will be impressed.
Some guy called "dann" managed to do it once so far.
It seems a lot harder than I remember, but it is possible.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 10:20 am
by Psilo
Yea that's the only problem I see in the new changes.
Even though I am tabbing out of combat, doing the timer right there is no insta-hit.
It should be in, this it's totally possible to kill someone. Right now there's a delay and I believe it looks like a player can even run from the hally.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 11:55 am
by dann
been practicing for 2 days now. the newer changes are MUCH MUCH better. i can get the explo ebolt hally almost perfect. you can now swing as a run by, instead of having to walk and wait an entire second.
btw, thanks to poo (mens rea?) for letting me know about the tab, and how this system is supposed to work, it seems much more reasonable once you figure it out.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 12:54 pm
by hectorc2w
yea i can get an explo eb hally hit everytime now, its pretty easy

Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 1:47 pm
by Joueur Moyen
hectorc2w wrote:yea i can get an explo eb hally hit everytime now, its pretty easy

I think you and dann should post detailed test cases, lol.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 2:16 pm
by dann
just practice around a bit. knowing when your going to swing, and keeping tabed after each swing seems to be the most important part. also, dropping the explo at the right time and equiping hally during your ebolt cast has worked for me quite well.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 3:18 pm
by hectorc2w
i just dont remember ever using tab out/in and do not recall any of my guildmates doing it either.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 4:16 pm
by Brules
Never had to tab in the old days at all.....tab was in no way a part of 1999 pvp. Exp-ebolt-hally was though. Get rid of the stupid tab thing and it will be perfect. As long as the tab thing is in place or required, it will be non era accurate.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 4:26 pm
by Psilo
Yea I am having a hard time remembering the tab too.
I say we add everything EXCEPT tab until we have better evidence that it existed.
I'm sure we'd remember if we had to spam tab.
Right now someone can spam tab to steal your cycle, that doesn't sound right at all. With or without razor.
Some of the changes we've THOUGHT were accurate in the past weren't(standing still to cycle hally) so maybe the tab thing is too?
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 4:37 pm
by nightshark
Psilo wrote:Yea I am having a hard time remembering the tab too.
I say we add everything EXCEPT tab until we have better evidence that it existed.
I'm sure we'd remember if we had to spam tab.
Right now someone can spam tab to steal your cycle, that doesn't sound right at all. With or without razor.
Some of the changes we've THOUGHT were accurate in the past weren't(standing still to cycle hally) so maybe the tab thing is too?
The tab thing is because the swing isn't being held in a ready state. This is my biggest issue with what's on test and what makes it impossible to exp/eb/hally someone. It also makes things worse when trying to hit someone on the run.
The held state is also the biggest change on test right now if I'm not mistaken.. without it we go back to what we have on live servers if I'm not mistaken (except for equip casting).
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 5:18 pm
by dann
@nightshard: you CAN explo/ebolt/hally, and you CAN hit on the run...
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 5:28 pm
by Hemperor
dann wrote:@nightshard: you CAN explo/ebolt/hally, and you CAN hit on the run...
Apparently test combat has been reverted for the time being, but I do not see how someone could explo-eb-hally all at once with the equip delay.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 5:32 pm
by nightshark
dann wrote:@nightshard: you CAN explo/ebolt/hally, and you CAN hit on the run...
where did i say it was impossible to hit someone on the run
i said it makes it harder
before swings didn't refresh on the run, but you could pause for "ticks" to allow your swing timer to elapse. the test center combat you had to be on the adjacent tile at the exact tick where your hally rolled over, meaning the chance to hit on the run was basically zero if your opponent had any kind of brain at all
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 5:40 pm
by Psilo
corr] wrote:Derrick wrote:marmalade wrote:yes but this is not the case on test centre currently. you can actually outmaneuver a swing which is why derricks comment about insta hit confused me.
Thanks for pointing this out. There was a problem with the sequencer, it was looking at the wrong variable (contrary to Batlins decompilation) causing a one tick delay. This has been corrected on test centre.
This was an implementation bug, and the sequencer now follows the logic in OSI code properly.
Right now on test center theres no more dodging of hits. However, when you swing your hit still doesn't go through until a tick or two into the animation (guessing). It's impossible to 'miss' now but the animation seems bugged. I don't think this is correct, but I could be wrong.
"True insta-hit" should hit at the beginning of the swing, not at the end.
So far so good though, Great work Derrick! We just need to fix the insta-hit something is wrong in the code.
Also, I just noticed the changes are not longer on TC. Are they being worked on?
Edit: One more thing. I know for SURE "equip casting" was around during t2a for a long time. There's nothing overpowered about it, without it t2a pvp isn't t2a pvp. Equip casting is necessary for tank mage pvp. Along with insta-hit, equip casting allowed a mage 1v1 to end.
Notice how so mage mage 1v1 end in sudden death?, it's not JUST the GM resist that is why. We need equip-casting, no doubt.
Re: Combat Timer Trial and other proposed changes now on Tes
Posted: Sun Jul 11, 2010 5:59 pm
by Roser
When I first started here there was Equip casting.. but was quickly changed.
I was able to : Cast FS > Equip Hally > Stand next to someone > execute FS with hallly equipped > do like 80 dmg if hally hit well.
I don't know why it was ever changed, it seemed very T2A to me.