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Re: No weapon hits while running
Posted: Wed Apr 15, 2009 4:44 pm
by Kraarug
Kaivan wrote:Again, my point on the topic is that the technical limitations of player computers were already much faster than was required during 1999. If it were such a pressing issue, it would have been dealt with during that time frame as opposed to being a change that was dealt with at the introduction of UOR. Beyond that, it is very clearly written that melee characters had to stop in order to swing, and because of that, we are bound by our promise of bringing as accurate a server as is possible. The rest of it, which is what you as the players do with this system is entirely player driven, it is a part of the community and culture of UO, and no amount of code will replicate that.
I completely disagree with you...
At that time they had a lot of their plate. UO:R was behind schedule and most of the development effort went towards UO:R. I can tell you that OSI/EA seemed very busy and I was surprised they were able to pull off the "Attack of Jafar's undead" in Trinsic during this time. Now, I believe they did it as a distraction
But in any event, the change of swing timing advancement seems clearly a hardware/connection issue rather than a game play nerf associated with UO:R.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 4:59 pm
by Kaivan
That is a matter of interpenetration, but the reality is that hardware and connections that were far more capable of handling UO appeared during 1999, and in rare circumstances in 1998. Beyond that, even if the intent of the change was to compensate for hardware changes, the reality is that it is an out of era change. And I don't mean out of era in the context that it was done as a preparation for UOR much like the early 2000 changes, I mean that without a doubt, this change was done during T2A. Considering that is the case, we can't justify its addition based on that information.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 5:19 pm
by Kraarug
Kaivan wrote:That is a matter of interpenetration, but the reality is that hardware and connections that were far more capable of handling UO appeared during 1999, and in rare circumstances in 1998. Beyond that, even if the intent of the change was to compensate for hardware changes, the reality is that it is an out of era change. And I don't mean out of era in the context that it was done as a preparation for UOR much like the early 2000 changes, I mean that without a doubt, this change was done during T2A. Considering that is the case, we can't justify its addition based on that information.
I think that this move to not at least consider what is being presented is both stubborn and not in keeping with creating a T2A playing enviroment.
I'd reserch the penetration rates of cable and DSL per household for 1999 and 2000 but I fear that effort would fall on the same deaf and blind.
And... you kinda lost me with the sentence in bold. What exactly is your point?
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 5:42 pm
by Kaivan
Sorry about that, was a typo on my part. I meant to say that it was a change that was done during UOR.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 5:51 pm
by Kraarug
Kaivan wrote:Sorry about that, was a typo on my part. I meant to say that it was a change that was done during UOR.
I don't think anyone is debating the date of the swing timer advancement change. The point, which you clearly miss, is that it was done to compensate for better hardware and connection speeds which are variables independent of date of an expansion pack.
Ignoring that fact and the clear effect hardware and connection speeds has on a 10 year old product is not the exactly a case to be submitted in the annuals of wisdom.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 5:58 pm
by Kaivan
Unfortunately the argument that it was done for technical reasons is pure interpretation in of itself. We don't know why the change was made, and it is not our place to make that kind of guess as to why a given change was or was not made.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 6:05 pm
by Kraarug
Kaivan wrote:Unfortunately the argument that it was done for technical reasons is pure interpretation in of itself. We don't know why the change was made, and it is not our place to make that kind of guess as to why a given change was or was not made.
Well, then are you ignoring the fact that the effect on most end users, at least those era accurate typical connections, was the appearance of an advancing swing while moving? And that effect, along with the other pre uo:r conditions, is a part of T2A?
I don't mean to troll this thread but I want to nail down just exactly what gets ignored and what is considered.
It seems to me that if we must abide by dates of patches then we need to do so in all instances including secure trading, help buttons when players are stuck, and other similar issues that have been weighed out.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 6:18 pm
by Kaivan
As I have said, it is your interpretation of the situation that people viewed standing and swinging in the same manner as running and swinging. I for one did not see things that way, and I originally started playing UO on a Windows 95 computer with 16 MB of ram and a 100 mhz processor on 56k. Despite that, even I felt the standing portions of combat.
As for things such as secure trading or the removal of the help I'm stuck option, we are always attempting to move in the direction of accuracy where it is possible. With respect to unsecure trading, there has been no denial for that particular system, and I for one am in support of it due to the very late addition of secure trading to the era. As for the help I'm stuck option, it was left in based on a decision made by Derrick. To a point, I tend to agree with the decision because of the fact that the GMs here cannot reasonably be expected to assist all players in any circumstance where they are stuck at any time (just like we can't be expected to enforce a no macroing policy for all skills). Beyond that, many small changes have been brought up and dealt with as part of a continuing effort to make things more accurate to the era, and we have made a best effort to implement those changes.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 6:28 pm
by d'Troyes
All I know is that Tank Mages need some serious population control and there's something "off" about being a dexxer from the original T2A era & now.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 6:30 pm
by Kraarug
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 6:47 pm
by RAAAAAAAAAAAAAAAR
If you made it so you wouldn't have to stop to refresh your hit tank mages would be even better than dexers, I would just turn around every 2 seconds and hally whack you there would be no need for dex.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 7:12 pm
by Faust
Wow, someone actually understands the severe consequences if this were to happen. Kudos on having some intelligence Rar.
What does those charts prove?
I ran faster during the t2a era than currently on uosa pinging 30 to the server.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 7:15 pm
by Hemperor
Faust wrote:I ran faster during the t2a era than currently on uosa pinging 30 to the server.
stop...please...for once...
i know you like to be unique, but you make the most retarded claims...
just stop.
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 7:20 pm
by Faust
My bad Hemp... I forgot you never experience option #2 since you never played outside of a player run shard.
http://img24.imageshack.us/my.php?image=uoe.jpg
Thanks,
Re: No weapon hits while running
Posted: Wed Apr 15, 2009 7:23 pm
by Derrick
We really are going for mechanical accuracy on Second Age. This is a known mechanic of the era, and it is already implemented, has been for some time, and honestly doesn't favor either class in my view (not that if it did would my standing on this be swayed).
I'm in agreement that all the other things mentioned need to be fixed as well.