Insta Hit, Weapon Mechanics, and much more...

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Jaster
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Jaster »

You have actually been proved wrong and discredited numerous times on points you've fought for, yet you refuse to ever admit a mistake on your part. You are not perfect, and you are not the all high and mighty T2A Accuracy king. You research information just like everyone else does that wants to find an answer, and you interpret the information you find to the way you believe it to be. That does not make it correct. Some information that you have provided is correct, but a lot of it is speculation to be honest. If 1 person was coming at you, I would understand it being a mistake, but when you have multiple people telling you the similar things over and over about the way you convey your information and the way that you interpret your information without looking outside of the box, there is a problem.

The information you provide is patch notes, players memories and experiences from their time, RunUO coding, UO Demo stuff ... keep in mind that wtfman.com and many other guild and player hosted websites are only views of a small portion of the actual game. None of them show the exact numbers of how things worked and reacted. They only give us a feel for something that went on during this time period. Hell, even UO.Stratics.com has false information on it right? So what should be believe? Only what you deem to be true? ... I think not.

This is a suggestion thread, and suggestions are not always meant to be the best choice, but they start conversations and brainstorming about possible solutions to issues.

You are a player on this shard that doesn't even play, just like everyone else here, minus Derrick, Brodie, Maahes, and Kaivan ... stop acting like you run the show because you don't ...

I wish that you didn't have access to private forums and have as much input that you do in the server development, because you have terrible social skills and are not good for the playerbase, even if you have plenty of t2a accurate information. You bring more negativity to the table than good.
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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

Use the instant-hit with your weapon whenever possible (instant-hit= where you arm your weapon right after you cast a spell on your opponent---

then run up to your opponent with weapon in hand. This is a bug that lets you get a free hit off, with no delay. So use it while you still can.).


Oh, I didn't know people described insta hit by casting a spell that would give your weapon a free hit off with NO delay... When will you ever start comprehending anything here...

PS
Loops SHOW me one thing that I have been wrong on involving a game mechanic/feature? ONE THING... I don't post anything unless it has been proven without a doubt... I don't care if you or anyone else thinks my PR skills are bad... I'm not here to be your buddy. I'm here to assist in the development of an ACCURATE t2a shard. I play here so of course there will be people like yourself that I conflict with in these situations.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Kraarug »

Faust wrote:Use the instant-hit with your weapon whenever possible (instant-hit= where you arm your weapon right after you cast a spell on your opponent---

then run up to your opponent with weapon in hand. This is a bug that lets you get a free hit off, with no delay. So use it while you still can.).


Oh, I didn't know people described insta hit by casting a spell that would give your weapon a free hit off with NO delay... How stupid can you be really...

I can't believe that I am having to explain this to you....

Insta-hits is SOLELY the ability to hit Instantly... before the animation. We all know why this was put in place.

There is a patch dated 2.26.99, after insta-hit was implemented, that fixes slow weapons, such as the Hally, from hitting faster.

Please Faust, all I'm asking is that you show proof that Hallys were somehow able to delay by only 2 seconds through using documented sources.

If you are not able to do so, then like the ability to use lessor poison to avoid getting poisoned by greater poison or gaining any resist at all in town, this 'feature' should be eliminated in favor of the well documented attack speed formula.

EDIT: This would collberate the Mage v. Dexxer PvP essay I provided earlier which suggests, IN ERA, not to use the Hally against a Dexxer because it hits too slow.
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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

This is a bug that lets you get a free hit off

Please tell me where in that line it mentions anything about insta hit skipping the animation? A "hit" is defined as a weapon swing. What does that say there... A FREE HIT... Not AN ANIMATION SKIPP... I'm done arguing this topic with you the evidence has been presented, and until you present evidence yourself your "what if's" will never be taken serious by anyone. Good luck finding it.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Kraarug »

Faust wrote:This is a bug that lets you get a free hit off

Please tell me where in that line it mentions anything about insta hit skipping the animation? A "hit" is defined as a weapon swing. What does that say there... A FREE HIT... Not AN ANIMATION SKIPP... I'm done arguing this topic with you the evidence has been presented, and until you present evidence yourself your "what if's" will never be taken serious by anyone. Good luck finding it.
You are so invested in your theory that you can not step back and see the basics.

Insta-hits are universal.... regardless of melee weapon. I arm a Kat, a Hally, a wand.... Insta-Hit takes the damage of the swing first before the animation. As we know, there was an ability to out run swings pre T2A and thus the reason Insta-Hit was implemented.

No where does it say to arm-hit-disarm-rearm as a means to refresh your Slow weapon swing in your last reference (undated btw, please fix that and provide a link). It doesn't say that Hallys refresh in 2 seconds, it doesn't say anything about a previous Hally hit, or casting one a 6th level spell or two harms after disarming and then re-arming. It simply explains that when armed, the system give you a hit... or a free hit.

Again, nothing documents a fast hally whack AFTER 2-26-99.

Now, we have adjusted weapon speeds for PvP set post 2-99. We use those speeds and we should not use any maniuplated slow weapon fast swings after the clear patch of 2.26.99.

I'm glad you are done arguing because it shows that you can not back up your previous posts, there are no documents that support you and that this bug was fixed.

Derrick, please consider the updated timeline and the clarification of Insta-Hits over 2 second delay refreshes.
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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

No one will consider your pointless "what if" theories, sorry.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Kraarug »

Faust wrote:No one will consider your pointless "what if" theories, sorry.
What "What If" theory are you talking about? Are you trying to bring "Bigfoot" back into the discussion because you have no substance?

Your theory is spent and not proven. You have no proof for a 2 second day... none. Give it up.

I have a, and as you like to put it, CLEAR patch note that says that slow weapons swinging fast was fixed.

Try to get past that with documented proof.

You can't.

Please, do not confuse yourself damange-first (read here Insta-Hit) which was a fix to stop people from outrunning swing animation. The unintended bug that resulted and as you described it with a maniuplation of swing timers with arm-disarm, was fixed as documented on 2.26.99.

No other documents exist that show that slow weapon swings could be manipulated after the patch note.

EDITED: I believe the bug that is described in your reference, concerning a 'free hit' and in the later reference about skipping delays where someone is complaining about the timers, has nothing to do with an ability to disarm and rearm to reset the timer. That's where my issue of disagreement lays with you.

There is nothing that supports 2 seconds or a manipulated timer refresh after the stated patch. If such an ability existed would you think that it would have been all over the UO webspace? I mean, look how many times people complained and asked about Necromancy... trust me.. there were plenty of bitchers back then.
Last edited by Kraarug on Mon Apr 20, 2009 5:50 pm, edited 3 times in total.
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Fwerp »

This is not a what-if question, Faust. This is a cut and dried, question that you surely understand, yet you seem content on evading it. It's also a question with consequences, so it behooves you to come up with a good answer if you're going to claim your theory is accurate.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Kraarug »

I can tell you one thing, I would love to have Faust on my side about something.

He's smart, dedicated and tenacious.
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by alatar »

Cortez wrote:
Faust wrote:No one will consider your pointless "what if" theories, sorry.
What "What If" theory are you talking about? Are you trying to bring "Bigfoot" back into the discussion because you have no substance?

Your theory is spent and not proven. You have no proof for a 2 second day... none. Give it up.

I have a, and as you like to put it, CLEAR patch note that says that slow weapons swinging fast was fixed.

Try to get past that with documented proof.

You can't.

Please, do not confuse yourself damange-first (read here Insta-Hit) which was a fix to stop people from outrunning swing animation. The unintended bug that resulted and as you described it with a maniuplation of swing timers with arm-disarm, was fixed as documented on 2.26.99.

No other documents exist that show that slow weapon swings could be manipulated after the patch note.

EDITED: I believe the bug that is described in your reference, concerning a 'free hit' and in the later reference about skipping delays where someone is complaining about the timers, has nothing to do with an ability to disarm and rearm to reset the timer. That's where my issue of disagreement lays with you.

There is nothing that supports 2 seconds or a manipulated timer refresh after the stated patch. If such an ability existed would you think that it would have been all over the UO webspace? I mean, look how many times people complained and asked about Necromancy... trust me.. there were plenty of bitchers back then.
I think we finally found someone who can legitimately defeat Faust in an accuracy debate.

Oh dear...

BOLD HIS NAME!

/end sarcasm @ Faust
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RAAAAAAAAAAAAAAAR
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by RAAAAAAAAAAAAAAAR »

Cortez wrote: EDIT: This would collberate the Mage v. Dexxer PvP essay I provided earlier which suggests, IN ERA, not to use the Hally against a Dexxer because it hits too slow.

Is this all about the fact that your dexxer cant take a hally mage?

You know it is because your not spamming attack last and keeping on him if you do that then he will never be able to hit you if he used the 2 second rule, it takes 2 to tango with this rule.

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Faust
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Faust »

Until you show me a patch note, article, documentation, or anything that implemented the unequip delay other than the obvious fix behind the double hit exploit your "what if's" won't be considered.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by RAAAAAAAAAAAAAAAR »

Cortez wrote:
Faust wrote:No one will consider your pointless "what if" theories, sorry.
What "What If" theory are you talking about? Are you trying to bring "Bigfoot" back into the discussion because you have no substance?

Your theory is spent and not proven. You have no proof for a 2 second day... none. Give it up.

I have a, and as you like to put it, CLEAR patch note that says that slow weapons swinging fast was fixed.

Try to get past that with documented proof.

You can't.

Please, do not confuse yourself damange-first (read here Insta-Hit) which was a fix to stop people from outrunning swing animation. The unintended bug that resulted and as you described it with a maniuplation of swing timers with arm-disarm, was fixed as documented on 2.26.99.

No other documents exist that show that slow weapon swings could be manipulated after the patch note.

EDITED: I believe the bug that is described in your reference, concerning a 'free hit' and in the later reference about skipping delays where someone is complaining about the timers, has nothing to do with an ability to disarm and rearm to reset the timer. That's where my issue of disagreement lays with you.

There is nothing that supports 2 seconds or a manipulated timer refresh after the stated patch. If such an ability existed would you think that it would have been all over the UO webspace? I mean, look how many times people complained and asked about Necromancy... trust me.. there were plenty of bitchers back then.
The answer to this problem is simple to explain.
UO Stratics February 1st 1999
Disarming Weapons: gives a 2 second delay. Ok, wonderful but this goes hand in hand with the hit being calculated at the beginning of each swing to cause further inbalances.

Patch February 26th 1999
An exploit for getting slow weapons to hit faster has been fixed.

Markee's Dragon February 26th 1999
10) The disarm/arm exploit to get slow weapons to hit faster has been fixed. It will not be to your advantage to disarm/rearm a weapon.
The exploit they fixed is the one Faust brought up, the one where it switches to the active delay of the weapon you have equipped, they fixed it with a 2 second equip delay, this way if a player equips his halberd after a katana hit it will completely redo his hit timer thus fixing the problem.

What they weren't counting on was players exploiting this to insta hit every 2 seconds, stupid fixes like this are common from OSI aren't they?
Quote:
12/16/97 - Combat
Equipping a weapon in combat will restart your weapon swing.
What I don't understand is why would they remove this implementation, it seems like a logical fix for all weapons.

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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Kraarug »

Faust wrote:Until you show me a patch note, article, documentation, or anything that implemented the unequip delay other than the obvious fix behind the double hit exploit your "what if's" won't be considered.
Seriously? Faust look at the 2.26 patch note that I'm providing for you. It clearly states that the bug that allows slow weapons to swing fast has been fixed. There is nothing past that point that even suggests that people were able to maniuplate the swing timers for slow weapons afterwards.

Now it's your turn to show something that proves that statement wrong otherwise the attack speeds, as listed and furhter modified in '99 stand and so does the real 'insta-hit' mechanics. The only thing that we differ on, since you support a 250 ms timer click too, is the existance of a fast and 2 second refeshable hally swing.

Concentrate your efforts on proving that, do not get confused with other issues, and if you are successful then I will support what you can prove.

Otherwise please extend me the same courtesy.
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Re: Insta Hit, Weapon Mechanics, and much more...

Post by Kraarug »

RAAAAAAAAAAAAAAAR wrote:
Cortez wrote:
Faust wrote:No one will consider your pointless "what if" theories, sorry.
What "What If" theory are you talking about? Are you trying to bring "Bigfoot" back into the discussion because you have no substance?

Your theory is spent and not proven. You have no proof for a 2 second day... none. Give it up.

I have a, and as you like to put it, CLEAR patch note that says that slow weapons swinging fast was fixed.

Try to get past that with documented proof.

You can't.

Please, do not confuse yourself damange-first (read here Insta-Hit) which was a fix to stop people from outrunning swing animation. The unintended bug that resulted and as you described it with a maniuplation of swing timers with arm-disarm, was fixed as documented on 2.26.99.

No other documents exist that show that slow weapon swings could be manipulated after the patch note.

EDITED: I believe the bug that is described in your reference, concerning a 'free hit' and in the later reference about skipping delays where someone is complaining about the timers, has nothing to do with an ability to disarm and rearm to reset the timer. That's where my issue of disagreement lays with you.

There is nothing that supports 2 seconds or a manipulated timer refresh after the stated patch. If such an ability existed would you think that it would have been all over the UO webspace? I mean, look how many times people complained and asked about Necromancy... trust me.. there were plenty of bitchers back then.
The answer to this problem is simple to explain.
UO Stratics February 1st 1999
Disarming Weapons: gives a 2 second delay. Ok, wonderful but this goes hand in hand with the hit being calculated at the beginning of each swing to cause further inbalances.

Patch February 26th 1999
An exploit for getting slow weapons to hit faster has been fixed.

Markee's Dragon February 26th 1999
10) The disarm/arm exploit to get slow weapons to hit faster has been fixed. It will not be to your advantage to disarm/rearm a weapon.
The exploit they fixed is the one Faust brought up, the one where it switches to the active delay of the weapon you have equipped, they fixed it with a 2 second equip delay, this way if a player equips his halberd after a katana hit it will completely redo his hit timer thus fixing the problem.

What they weren't counting on was players exploiting this to insta hit every 2 seconds, stupid fixes like this are common from OSI aren't they?
Quote:
12/16/97 - Combat
Equipping a weapon in combat will restart your weapon swing.
What I don't understand is why would they remove this implementation, it seems like a logical fix for all weapons.
The answer is they didn't fix it with a 2 second timer.

I'm sorry but there is no other source that supports a 2 second delay other than that page full of other unimplemented 'fixes'.

With all the websites, guides, essays, and other UO related posts, and in the face of a patch note that says it fixed the bugs related to a slow weapon swinging fast, there is nothing else that suggests 2 seconds that is documented. I'm only asking Faust to support this claim with something else.

Now, with that said, why would they claim a fix to a 1.5 second swing of a 4.5 second weapon by giving it a 2.0 second swing?

I mean, I know they were a little misguided at times but come on... that line of thinking is FAIL on start.
Last edited by Kraarug on Mon Apr 20, 2009 6:17 pm, edited 1 time in total.
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