No weapon hits while running

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RAAAAAAAAAAAAAAAR
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Re: No weapon hits while running

Post by RAAAAAAAAAAAAAAAR »

Jiggo wrote:If you pause, how does the timer resume? Does it begin counting off milliseconds? Does it advance in a .25 second tick? a .5 second tick? a full second tick? If it were one of these, possibly a .5 second tick, you could essentially run back and forth and almost refreshing your swings on the turns when running past someone. Any pause at all in your stride would advance your swing a half second.

Where in the patch notes does it define this and how exactly it advanced? There is no evidence. It is merely speculation. As players have stated, the current situation does not feel accurate. If the way the timer ticks was changed, it would still not allow tank mages to run all over the place refreshing their swing, while still giving dexers functionality.
You know whats funny is I've been thinking about this exact thing ever since I read about .25 timers, I first figured it would solve boring hally mage PVP by making it easier to step away and not get your instahit wrestled, anyways I was going to make a thread about this, and now I wish I made it earlier lol.

Well that would definitely be a huge solve to PVP here, as the number one thing people have been complaining about is timers feeling wonky or "off" which could be easily explained by the fact that OSI timed everything in .25 second increments, and RUNUO times everything in mili seconds.

Anyways it should take you .25 seconds to come to a stop and go anyways, as on a horse you move 2 tiles every .25 seconds, and on foot you move 1, it would be logical that you had to stop for at least .25 seconds, so actually it probably already does give you a .25 tick for stopping, or else it should, thats probably why I never posted that.

Well I don't know how RUNUO works for timing, but I'm guessing that old UO timed everything and anything on .25 second ticks and they never used milliseconds for anything, I mean why would they make weapon timers all run on .25 ticks if they didn't make everything else. I would think that would be the first thing that would be done in milliseconds.

HarryB
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Re: No weapon hits while running

Post by HarryB »

Faust wrote:You can't lose a 1v1 against a tank mage in the field with a dexer. If you do you're not very good at all. I'm one of the best PVPer's here, and I literally can't stand fighting dexers. They are not this "mythical" breeze of ease as you clearly state they are.

PS
The bug that you are referring to "You must wait to cast a spell again." where you had to log off or let your 30 second spell delay elapse was fixed in late '98. This had nothing to do with clients stopping other clients though. The way this happened was by hitting escape to cancel your spell or override your spell target with another action that created a target.

The mere mention of that bug brings flashbacks of some of my old keyboards....may they rest in peace.

Orsi
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Re: No weapon hits while running

Post by Orsi »

RAAAAAAAAAAAAAAAR wrote:
Jiggo wrote:If you pause, how does the timer resume? Does it begin counting off milliseconds? Does it advance in a .25 second tick? a .5 second tick? a full second tick? If it were one of these, possibly a .5 second tick, you could essentially run back and forth and almost refreshing your swings on the turns when running past someone. Any pause at all in your stride would advance your swing a half second.

Where in the patch notes does it define this and how exactly it advanced? There is no evidence. It is merely speculation. As players have stated, the current situation does not feel accurate. If the way the timer ticks was changed, it would still not allow tank mages to run all over the place refreshing their swing, while still giving dexers functionality.
You know whats funny is I've been thinking about this exact thing ever since I read about .25 timers, I first figured it would solve boring hally mage PVP by making it easier to step away and not get your instahit wrestled, anyways I was going to make a thread about this, and now I wish I made it earlier lol.

Well that would definitely be a huge solve to PVP here, as the number one thing people have been complaining about is timers feeling wonky or "off" which could be easily explained by the fact that OSI timed everything in .25 second increments, and RUNUO times everything in mili seconds.

Anyways it should take you .25 seconds to come to a stop and go anyways, as on a horse you move 2 tiles every .25 seconds, and on foot you move 1, it would be logical that you had to stop for at least .25 seconds, so actually it probably already does give you a .25 tick for stopping, or else it should, thats probably why I never posted that.

Well I don't know how RUNUO works for timing, but I'm guessing that old UO timed everything and anything on .25 second ticks and they never used milliseconds for anything, I mean why would they make weapon timers all run on .25 ticks if they didn't make everything else. I would think that would be the first thing that would be done in milliseconds.
I've done a minor amount of programming, and when it comes to animations and timing, you need to set a standard 'tick' amount in order for everything to synchronize together. This was probably .25 secs for OSI, which means nothing should ever happen in less than a .25 second interval.

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MatronDeWinter
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Re: No weapon hits while running

Post by MatronDeWinter »

The reason they use the "ticks" specifically in server-side programming is so that they can stagger the actions of various objects. Everything in the game is object oriented, and each of the objects that are dynamic (people/npcs) have their own individual timer. The timer assigned to each objects base class is staggered from one object to another, so it is entirely possible (well, I would suggest probably accurate, but I could never know) that OSI did use milisecond timing, but ran actions at .25 intervals and staggered each individual subclasses timer to reduce server load. This type of function utilizes each clock cycle more efficient eliminating the possibility that 2 things (people) do something that requires calculation at once. If too many things needed calculating at the exact same time, or the timer was a global instance, there is a high liklihood you would experience server side lag. The .25 clock should be specific to each instance at the least, staggered at best. But unfortunately if RunUO is using miliseconds, converting to a tick timer of .25 would actually run more inefficient.. :(

Geryon
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Re: No weapon hits while running

Post by Geryon »

NOOOOOOO!!!!

JUST WHEN I THOUGHT I HAD FOUND THE ULTIMATE SHARD!!!

IT TURNS OUT THE PVP MECHANICS ARE UTTERLY SHIT TARDED !!!!!!


NOOOOOOOOOOOOO!!!!!!!!!!!!!

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Faust
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Re: No weapon hits while running

Post by Faust »

How is that the case?

Geryon
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Re: No weapon hits while running

Post by Geryon »

in an ideal setting, where horses got tired from running, and escape wasnt so easy, then MAYBE you could have a system like this work for field pvp.

But in the real world, where people do not want to be killed, and everyone has lightning fast connection, and the horses have unlimited stamina, you can literally never be swung at if you do not want to be.

Compromising this for the sake of Era Accuracy is just horrible...how is this not horrible? How is it not horrible that you can just run and run and not be swung at by a melee weapon? And then just recall when they stop to recharge their swing?

Im sorry Faust, but this is awful, and no one would even bat an eye or think ANY less of you guys if you made this ONE, HUGELY INCREDIBLY IMPORTANT change to allow swing timers to reset while running.

Guys, do not let reason fall to the wayside in the name of era accuracy on this one. This is like having bugged One Hit Kill heavy crossbows spread out across the shard because thats how it was back then...

For dexers its the worst, but even mages only get one swing before the enemy is gone...

Guys this is awful, and its gonna kill the shard....a shard that has the promise to be even better than IPY...

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Faust
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Re: No weapon hits while running

Post by Faust »

This is a t2a replication... Horses existed during t2a, and the argument that people didn't run fast is a simple lie. How would this be the case? Pretty much all decent pvper's used UOE back than with fast walk turned on. This allowed someone to run with a ping of zero..

No one is forcing you to play an accurate shard. This isn't some fake altered shard like the rest before it that crumbled and failed for these reasons.

Geryon
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Re: No weapon hits while running

Post by Geryon »

oh dont worry, I dont plan on playing this 'accurate shard.'

I almost had my mage finished until I read about this shit then went outside and tested and actually beheld for myself that you have to stop for your weapon timer to reset. Most retarded shit ever, I thought divinity had a bad pvp system.

You have bitched and moaned about having a 'truly accurate t2a shard' for years, now you finally got what you want and its a steaming turd. Pvp is gonna start to get bigger as ppl finish their characters. People are gonna start to realize holy shit, wtf why wont my weapon swing, then people will drop off by the droves, and you will be here to rule this world of T2A accuracy all by yourself.

Notice you don't exactly have too many people in this thread who agree with your stance, but you are used to that.

You almost had it too, its a damned shame. You almost had a perfect shard, but your ridiculous ego and shunning of reason will doom it to the mediocrity that you have sentenced so many other player run shards too.

Now open up the vag and let the sands flow about yada yada yada this is a T2A accurate server.

Standing still to reset your weapon timer is shit, your ego is shit, and this shard is doomed to be shit. They put in that change that weapon timers reset to make the GAME BETTER AS IF THEY WERE FIXING A BUG. It's not some kind of T2A 'Feature' thats the most retarded shit I have ever heard.

Enjoy your boring ass shard where Cowards are King. And yes, this crappy mechanic DOES value one class over the others: The Running Pussy class. And that's just about every modern UO player out there.

Horrible. You have NO room to call other shards bad, Faust.

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Faust
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Re: No weapon hits while running

Post by Faust »

Nothing better than a UOR nobody that never played during the pre:uor eras crying tears like no other...

This shard is the only shard in the history of the emulation scene that inclined in clients from hardly nothing to being the best pre:uor shard that currently exists... If you can't handle the real deal get out of the fire hitting up the trammel scene is only a few clicks away.

Geryon
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Re: No weapon hits while running

Post by Geryon »

I want video of you pvping. I want to see how you do it.

Geryon
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Re: No weapon hits while running

Post by Geryon »

Is the unlimited horse stamina also a T2A 'feature?'

People running all over the place is trammel as hell, I remember not being able to run for as long as I wanted before the horse got tired...

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Faust
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Re: No weapon hits while running

Post by Faust »

A little FYI...

I arrived here a few months back in September and the stuff that you're complaining about was here before that day...

- Horses
- Combat/Swing delay elapsing only while not moving.

Both were active far before my arrival..

Geryon
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Re: No weapon hits while running

Post by Geryon »

But you herald them as good for the server?

Kaivan
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Re: No weapon hits while running

Post by Kaivan »

Geryon wrote:oh dont worry, I dont plan on playing this 'accurate shard.'

I almost had my mage finished until I read about this shit then went outside and tested and actually beheld for myself that you have to stop for your weapon timer to reset. Most retarded shit ever, I thought divinity had a bad pvp system.

You have bitched and moaned about having a 'truly accurate t2a shard' for years, now you finally got what you want and its a steaming turd. Pvp is gonna start to get bigger as ppl finish their characters. People are gonna start to realize holy shit, wtf why wont my weapon swing, then people will drop off by the droves, and you will be here to rule this world of T2A accuracy all by yourself.

Notice you don't exactly have too many people in this thread who agree with your stance, but you are used to that.

You almost had it too, its a damned shame. You almost had a perfect shard, but your ridiculous ego and shunning of reason will doom it to the mediocrity that you have sentenced so many other player run shards too.

Now open up the vag and let the sands flow about yada yada yada this is a T2A accurate server.

Standing still to reset your weapon timer is shit, your ego is shit, and this shard is doomed to be shit. They put in that change that weapon timers reset to make the GAME BETTER AS IF THEY WERE FIXING A BUG. It's not some kind of T2A 'Feature' thats the most retarded shit I have ever heard.

Enjoy your boring ass shard where Cowards are King. And yes, this crappy mechanic DOES value one class over the others: The Running Pussy class. And that's just about every modern UO player out there.

Horrible. You have NO room to call other shards bad, Faust.
This mechanic was not a mechanic that was spurred to be introduced because of Faust. This was something that was introduced during the prior months. The plain reality is that it is a mechanic that existed during T2A, and there is no questioning its existence. While I do understand that you may feel that the change was done for balance reasons, the reality is that for whatever reason the change did occur, it occurred after T2A. Thus, for that and that alone it is not applicable here.

Again, I understand your feelings on the subject, but we cannot add in out of era mechanics due to our or player feelings on balance.

P.S. The horse stamina issue is something that we have and will be looking at. Horse stamina was not infinite during T2A, and as such, we will be attempting to find out exactly what the limitations on horse stamina were during T2A.
UOSA Historian and former staff member: August 11, 2008 - June 19, 2016

Useful links for researching T2A Mechanics

Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org

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