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.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.
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.