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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Wed Jul 11, 2012 10:13 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ladyjennbo wrote:
I think rogues are having tons of problems with bugs right now, and if you guys make Finney delete I'm gonna be so pissed.

Other than the problem with skirmishing, I don't recall hearing about other bugs so far. Please let me know.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 12:56 am 
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Joined: Fri Jan 17, 2003 5:21 pm
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Location: Dänimarka
Just to check. Can you still move if someone is shooting you with arrows (or spells for that matter) from one or two rooms over? Or do you now have to use the flee command?

Also, I was under the impression that this fix was mainly to ensure people couldn't use their mounts to walk them out of combat and to fix certain issues with circle stabs and hamstrings? Isn't it sort of problematic that the patch primarily seems to change things for ranged characters? As in, was that part of the preliminary considerations before rolling the patch out?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 1:29 am 
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Joined: Wed Mar 06, 2002 10:34 am
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Location: Los Angeles, CA
You can flee away, but not walk away which I think is a great change assuming you can now flee through named exits.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 1:38 am 
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Location: Dänimarka
Terrus wrote:
You can flee away, but not walk away which I think is a great change assuming you can now flee through named exits.


If this is the case, then I think we need to have a discussion of how this changes PvP, especially in tribunal defensive situations.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 2:53 am 
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Location: Los Angeles, CA
Well depends on the situation doesn't it? Definitely a buff to mercs overall


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 4:51 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Terrus wrote:
You can flee away, but not walk away which I think is a great change assuming you can now flee through named exits.


You already could flee through named exits, just not if you were blinded.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 4:56 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
ladyjennbo wrote:
I think rogues are having tons of problems with bugs right now, and if you guys make Finney delete I'm gonna be so pissed.

Other than the problem with skirmishing, I don't recall hearing about other bugs so far. Please let me know.



Reposting a comment Finney made on Another Source with more liberal posting restrictions wrote:
I don't understand why he felt compelled to reinvent the wheel instead of simply changing circle either. The sad part is that circle is still bugged in several situations, but I simply don't care enough to continue posting bug logs. I will likely just kill time on SK till Guild Wars 2 releases in August and play that.

It is not as if buffing circle to work if the target has a racing pulse would be a huge buff anyway. If the target does not have a racing pulse, you backstab. If they do, you circle. Both would still be easily avoided by anyone with a half a clue and a pet or guard.


Reposting a comment Reinald's player made on the same Other Source wrote:
It bugged on me today on two tracking NPCs and resulted in someone's death. I'm getting a little tired with that particular bug.


And my own two cents:

If you really wanted to give yourself busy work to do to avoid having to work on the enchant changes you've promised, there were probably better options than to completely rework the combat code.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 5:16 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Quoting other people saying that there are still bugs isn't helpful. That said, I don't play a rogue and don't particularly feel inclined to roll one just to test out circle stab. I wouldn't mind doing so if I had a test character with which to look at things!


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 6:02 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Big D, your change to who is 'fighting' has virtually ruined cleave. Any chance of fixing that?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 6:14 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Perhaps cleave wasn't coded so that wussy hellions stand in the back and wait until his/her friends/guard/pet do enough damage to land a devastating, game-changing cleave.

Plenty of hellion v. paladin duels involve the hellion maledicting (yep, using it as a verb) his/her cleaver and opening with it.

This puts it on par with ambush (which could be used in a similar way to mid-battle cleaving, but thats seldom been seen) and backstab.


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