Do you enjoy the pvp mechanics of uosecondage?
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Re: Do you enjoy the pvp mechanics of uosecondage?
Possible Scenario After the Next Patch:
1. Player 1 equips a halberd, katana, kryss, whatever.
2. The Swing State for the weapon set to 0 and immediately begins ticking forward and looping through 0 to 3.
3. Player 2 moves when Player 1 stands next to Player 2 in order to attack them with their weapon when the Swing State is on #3, or whichever one designates the Range Check.
4. Player 1's Swing State's Range Check comes up "out of range", THEIR INSTANT HIT IS DODGED and, thus, Player 1 has to wait another X seconds before they can attack again. There is no animation. It is merely a non-existent attack because of a failed range check.
5. Player 1 does the same to Player 2.
6. This repeats for hours.
Am I on the ball with this? I think the only thing I might be mistaken about is the absence of an animation. Faust, can you honestly say that this doesn't sound exactly like a Pre-T2A combat mechanic? I'm absolutely baffled, if your definition of what an instant hit is going to be, as to how the word "instant" applies in any sense of the word to the idea of an attack. The only real difference between your definition and mine seems to be that, to me, the range check would have to come before State 3.
I do not know where you received the idea that the Range Check comes during that (the third) State. Can you please tell us?
1. Player 1 equips a halberd, katana, kryss, whatever.
2. The Swing State for the weapon set to 0 and immediately begins ticking forward and looping through 0 to 3.
3. Player 2 moves when Player 1 stands next to Player 2 in order to attack them with their weapon when the Swing State is on #3, or whichever one designates the Range Check.
4. Player 1's Swing State's Range Check comes up "out of range", THEIR INSTANT HIT IS DODGED and, thus, Player 1 has to wait another X seconds before they can attack again. There is no animation. It is merely a non-existent attack because of a failed range check.
5. Player 1 does the same to Player 2.
6. This repeats for hours.
Am I on the ball with this? I think the only thing I might be mistaken about is the absence of an animation. Faust, can you honestly say that this doesn't sound exactly like a Pre-T2A combat mechanic? I'm absolutely baffled, if your definition of what an instant hit is going to be, as to how the word "instant" applies in any sense of the word to the idea of an attack. The only real difference between your definition and mine seems to be that, to me, the range check would have to come before State 3.
I do not know where you received the idea that the Range Check comes during that (the third) State. Can you please tell us?
"In case I don't see ya: Good afternoon, good evening and good night."
Re: Do you enjoy the pvp mechanics of uosecondage?
Again, you are thinking about this all wrong looking at this system based on the basic known principles instead of the real reason this happens(programming logic).
The animation is merely a packet of a visual interpretation that is sent when you hit state 2... This is the state that is considered the animation, not the delay of the animation, the actual trigger for the animation. The AdvanceSwingState() function is what adjusts your swing counter and state. The combat timer runs non-stop calling this routine every tick when your character is in combat. The routine does not care rather your combatant is in range or not. The states will still advance. Yes, you have to be in range for the animation packet to be sent and yes you have to be in range when a hit/miss portion of the code is sent. However, this does not mean the states cannot still advance... The code still shifts through all the states but doesn't mean these items(animation & hit/miss) will be called during their associated states. The states are merely a variable that represents when these functions may take place and that is it...
You do have the right idea or concept of the system though.
Also, this is very similar to the pre-t2a swing timer but it definitely is nothing like it... This is the original timer with insta hit.
PreT2A - No Insta Hit
T2A - Insta Hit
The difference here is quite obvious... the variable holds a value of 6 for melee in the first code portion and 0 in the second portion. This means the animation will start 6 ticks before the hit/miss calculates in the first code and 0 ticks in the second. However, the hit/miss still happens immediately when you enter state 3 in both versions of the code. The animation starts one tick before the damage takes place in the second portion of the code creating insta hit.
The concept is quite simlple if you follow the code.
The animation is merely a packet of a visual interpretation that is sent when you hit state 2... This is the state that is considered the animation, not the delay of the animation, the actual trigger for the animation. The AdvanceSwingState() function is what adjusts your swing counter and state. The combat timer runs non-stop calling this routine every tick when your character is in combat. The routine does not care rather your combatant is in range or not. The states will still advance. Yes, you have to be in range for the animation packet to be sent and yes you have to be in range when a hit/miss portion of the code is sent. However, this does not mean the states cannot still advance... The code still shifts through all the states but doesn't mean these items(animation & hit/miss) will be called during their associated states. The states are merely a variable that represents when these functions may take place and that is it...
You do have the right idea or concept of the system though.
Also, this is very similar to the pre-t2a swing timer but it definitely is nothing like it... This is the original timer with insta hit.
PreT2A - No Insta Hit
Code: Select all
int DurationSecondState = (weapon != NULL) && weapon.ISRanged() ? 4 : 6; // archery 4, otherwise 6
Code: Select all
int DurationSecondState = (weapon != NULL) && weapon.ISRanged() ? 4 : 0; // archery 4, otherwise 0
The concept is quite simlple if you follow the code.
Re: Do you enjoy the pvp mechanics of uosecondage?
This thread would have been way better if certain people hadn't been allowed to post in it.
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Re: Do you enjoy the pvp mechanics of uosecondage?
Sorry to have tainted your eyes with my newbishness in regards to programming code Domnu.
Secondly, wouldn't it be possible that the range check was also somewhere else in the Swing States along with the 0 ticks Faust? You and Batlin are figuring this out by working backwards from what's available in the Demo to what the combat code is like for the modern version, right? Or is that part of the holding the swing states, the range check?
Secondly, wouldn't it be possible that the range check was also somewhere else in the Swing States along with the 0 ticks Faust? You and Batlin are figuring this out by working backwards from what's available in the Demo to what the combat code is like for the modern version, right? Or is that part of the holding the swing states, the range check?
"In case I don't see ya: Good afternoon, good evening and good night."
Re: Do you enjoy the pvp mechanics of uosecondage?
there is NO way that the timer was looping..that meant if i was 1 tile too far from my opponent i'd miss my hit and would have to wait 3 seconds more? how was it possible to control when to hit then? how was it possible to just explo eb and hit someone? is there something i dont understand or what
- nightshark
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Re: Do you enjoy the pvp mechanics of uosecondage?
Is this mechanic based off that one liner patch note that faust posted?
""Players using melee weapons in combat will now hold their swing until their target is in range."
Honestly I can imagine this is going to be the weirdest PvP mechanic I've ever played with. I don't think anyone remembers hallys that simply didn't go off. If you miss 2 hallys in a row, that's 15 seconds where you don't even take a swing. 1v1 tank mage fights are just going to become impossible, players will just be standing around for 10 minutes waiting for hallys to go off. PKing will only be viable on a dexer or a gank squad.
But time will tell if it's actually playable when playing it live.
""Players using melee weapons in combat will now hold their swing until their target is in range."
Honestly I can imagine this is going to be the weirdest PvP mechanic I've ever played with. I don't think anyone remembers hallys that simply didn't go off. If you miss 2 hallys in a row, that's 15 seconds where you don't even take a swing. 1v1 tank mage fights are just going to become impossible, players will just be standing around for 10 minutes waiting for hallys to go off. PKing will only be viable on a dexer or a gank squad.
But time will tell if it's actually playable when playing it live.
The question I ask is that "how long is a hit actually in a held state"? If I'm 1 tile too far away from my opponent the millisecond my swing is ready, does that mean I have to wait another 5 seconds before my next swing? In that case, noone will ever actually swing in tank mage fights because it's just impossible to force someone to stand on the tile next to you when your swing is ready.hectorc2w wrote:there is NO way that the timer was looping..that meant if i was 1 tile too far from my opponent i'd miss my hit and would have to wait 3 seconds more? how was it possible to control when to hit then? how was it possible to just explo eb and hit someone? is there something i dont understand or what
<green> grats pink and co. .... the 3 of you f---ing scrubs together can blow up a bard. IMPRESSIVE
Re: Do you enjoy the pvp mechanics of uosecondage?
yea i agree if it loops there must be a half second or something where its in a held state else how can you hit
Re: Do you enjoy the pvp mechanics of uosecondage?
btw do we know if the demo code is actualy what was used on the servers? because else maybe from the time they made all the t2a/demo cds and actualy released the t2a expension there was more patches etc that changed the code, making the demo not accurate/good?
Re: Do you enjoy the pvp mechanics of uosecondage?
Hector now understands it. 

- TheEttinKing
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Re: Do you enjoy the pvp mechanics of uosecondage?
i voted no cause im a farmer and i hated the pvp on this game since the day i first started it.

Jed Clampett on drugs story By the EttinKing.
Let me tell ya story bout a man named Jed poor man barley kept his family feed then one day he was smoking on a joint and zedd hit him with his truck...Twice.
Re: Do you enjoy the pvp mechanics of uosecondage?
After talking with faust for a while what he says I believe is right.
You WILL be able to control your swing to get it when you want it. tab in/out will now be useless like it was
back in 98-99. this is going to be a win patch. (if what we understand from the code is right)
You WILL be able to control your swing to get it when you want it. tab in/out will now be useless like it was
back in 98-99. this is going to be a win patch. (if what we understand from the code is right)
Re: Do you enjoy the pvp mechanics of uosecondage?
lol
[14:17] <UOSAPlayer4056> cr3w guild is a joke. Ran by staff members, multi client pking, this shards a joke and a half.
Blaise wrote:Man, you guys are really stepping up your game now that you're not living in the shadow of cr3w
Re: Do you enjoy the pvp mechanics of uosecondage?
Sandro you sure are an asshole, jesus christ.
Re: Do you enjoy the pvp mechanics of uosecondage?
don't bring jesus into it ;/Geryon wrote:Sandro you sure are an asshole, jesus christ.
[14:17] <UOSAPlayer4056> cr3w guild is a joke. Ran by staff members, multi client pking, this shards a joke and a half.
Blaise wrote:Man, you guys are really stepping up your game now that you're not living in the shadow of cr3w
Re: Do you enjoy the pvp mechanics of uosecondage?
It's what we say in the south! We eat soul food don't you know? !