Page 1 of 1

omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 3:00 pm
by Iced Earth
That's huge.

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 3:13 pm
by Faust
There is no substantial evidence to support when a swing didn't advance during movement. One of my initial theories mentioned awhile back during the initial swing timer research is still highly possible. That theory is quite simple... The 'mini uor update' that removes the movement restriction after the UOR publish could have easily been introduced with the UOR publish itself for optimization and removed when the problem became quite apparent after several hours of being live. This brief time that it possibly existed would explain the many reasons people never remember it working that way(including myself) when swinging weapons. The UOR era is the only time a major overhaul took place for the combat swing code and could have easily added this feature into it for optimization.

The pre-t2a era has no movement restriction.
The UOR era after the update has no movement restriction.

Nobody else really remembers there being a restriction in the t2a era. So it's only logical that Derrick chose not to implement it without some more evidence to make it conclusive. I'm sure a lot people would take the same approach if they were in his position.

If this patch was a part of the UOR publish it would be much more substantial but it wasn't since it's actually a UOR update instead.

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 3:22 pm
by Iced Earth
Works for me. Whatever makes the game more fun! (And this certainly does.)

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 6:09 pm
by Iced Earth
Might want to reevaluate the drop rate on high end magics now that the mechanics are good though.

I have a feeling everyone has a stockpile of tons of vanqs and now that dexers are definitely stronger, it's gonna be a problem.

Fought a guy today that hit me with a short spear 10 straight times. I couldn't even think about getting off an offensive spell. (congratulations on the kill though)

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 6:42 pm
by nightshark
Iced Earth wrote:Might want to reevaluate the drop rate on high end magics now that the mechanics are good though.

I have a feeling everyone has a stockpile of tons of vanqs and now that dexers are definitely stronger, it's gonna be a problem.

Fought a guy today that hit me with a short spear 10 straight times. I couldn't even think about getting off an offensive spell. (congratulations on the kill though)
Weren't you campaigning for swing on the run? And it's been out less than a day and you're bitching about magic weps being overpowered with swing on the run?

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 6:43 pm
by Sandro
Weapon mods don't effect the % to hit/miss.

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 7:05 pm
by Iced Earth
nightshark wrote:
Iced Earth wrote:Might want to reevaluate the drop rate on high end magics now that the mechanics are good though.

I have a feeling everyone has a stockpile of tons of vanqs and now that dexers are definitely stronger, it's gonna be a problem.

Fought a guy today that hit me with a short spear 10 straight times. I couldn't even think about getting off an offensive spell. (congratulations on the kill though)
Weren't you campaigning for swing on the run? And it's been out less than a day and you're bitching about magic weps being overpowered with swing on the run?
Look, I am a progressive.

One problem gets solved, it's on to the next one until we have Utopia.

and my message was nice enough. If magic weapon drops are accurate then cool. But I am just saying, in order to prevent the next big hullabaloo, that tons of magic weapons + dexers being stronger MIGHT = problems.

Hell I AM a dexer, so i benefit from magic weapons more than anyone. I've seen what happens when there are too many magic weapons and armors and no one is using gm. It's not good.

I think the staff has done GREAT with this change.

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 10:03 pm
by Chaos
I'm pretty sure the drop rate of magics has been addressed and its decided that the drop rates are correct, how ever the lack of farmers in mass numbers is what is leading to the seemingly abundant number of high end magics.

(same number of drops but only a 1/5 or less the people to own that number of drops)

Re: omg they fixed Swing on the Run.

Posted: Thu Sep 02, 2010 11:52 pm
by TheEttinKing
Chaos wrote:I'm pretty sure the drop rate of magics has been addressed and its decided that the drop rates are correct, how ever the lack of farmers in mass numbers is what is leading to the seemingly abundant number of high end magics.

(same number of drops but only a 1/5 or less the people to own that number of drops)
What this guy is trying to say is that since i quit playing and all i did was farm for 10 hours a day the number of awesome weapons to be had has dropped by 79.3%