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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Thu Feb 23, 2012 10:53 am 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
This happened after the prone change was instituted. I have no idea if it is currently working the same way, or if it was fixed.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Thu Feb 23, 2012 1:16 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Here's what I put in the update notice:
- Add prone affect after being bucked by mount

And here is the clarification:
1. Prior to this update, being bucked from a mount never gave you the prone status, it just caused you to be resting.
2. After the update, you are no longer set to resting, instead you are given the prone status.

So my question is: Have you noticed problems with this within the last month?

If not, great! If yes, then I need to know to revisit this brand new piece of code. To me, telling me what happened to you "after the prone change was instituted" means that it happened back in May of 2008. That would no longer be relevant.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Thu Feb 23, 2012 2:00 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Dulrik wrote:
Here's what I put in the update notice:
- Add prone affect after being bucked by mount

And here is the clarification:
1. Prior to this update, being bucked from a mount never gave you the prone status, it just caused you to be resting.
2. After the update, you are no longer set to resting, instead you are given the prone status.

So my question is: Have you noticed problems with this within the last month?

If not, great! If yes, then I need to know to revisit this brand new piece of code. To me, telling me what happened to you "after the prone change was instituted" means that it happened back in May of 2008. That would no longer be relevant.


The change for bucking to set a character prone, which was about last month, I think.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Thu Feb 23, 2012 2:19 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Thank you for all of these Dulrik.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Wed May 23, 2012 3:40 pm 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
- Massive weapons to have less penalty to be parried and blocked
- Add move penalty to iterative use of reach weapons
- Add move penalty to iterative use of massive weapons

Just to be sure i'm reading this correctly: the damage multiplier added to massive weapons remains the same while the chance that a massive weapon will be parried/blocked is moreso than it formerly was (it's easier to parry/block a greatsword). This is justified by the accuracy of massive weapons and buffs to accuracy making them OPd.

Using a reaching weapon and using a massive weapon now comes with a penalty to PE. Is there a 2x PE penalty for a massive weapon that also has reach? This is justified because swinging a massive weapon is more strenuous than swinging a dagger.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Wed May 23, 2012 4:27 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I don't have the code in front of me, but I believe everything you've said is essentially accurate. If the move penalty for reach and massive weapons is the same, then having a massive reach weapon would have double the penalty. Note that I don't recall if those penalties are actually the same, but they would add together.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Wed May 23, 2012 6:17 pm 
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Mortal Contributor

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
I've a question: I've noticed there's now a "prone" status. Is prone a replacement for what bash and trip caused (input lag)?


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Wed May 23, 2012 6:50 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Yeah, that's REALLY OLD


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Wed May 23, 2012 7:18 pm 
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Mortal Contributor

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
I am instantly like 200x more interested in playing. This is what happens when you go missing for a long time.


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 Post subject: Re: Code Update 2/23/2012 Q&A
PostPosted: Thu May 24, 2012 3:02 am 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
Yeah the prone code is one of the most interesting things that's happened in SK over the past five years. I love that there are now things you can do once you're knocked down that allow you to contribute meaningfully to a battle and possibly escape death.


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