Shattered Kingdoms

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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 6:51 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
If you don't see this as a nerf to the cleave skill then you're wrong. It's a big nerf.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 6:57 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
I guess because I still see it fulfilling the way it's described in the helpfile gives me that impression. Like I said, I've never typed "cleave target" into my MUSHclient and likely wont anytime soon. With GS and maledictions, cleave is a pretty fierce opener except against a barb.

I anticipate that Dulrik makes changes to code with an awareness of the ramifications and not just willy nilly. Occasionally things slip through the cracks though the verdict still isn't in on whether this was intentional or not.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 7:10 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I'm assuming all large damage opening attacks such as cleave, ambush, etc, have been nerfed by this code update.

Also, did this affect intimidate, or not?


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 8:09 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Edoras wrote:
archaicsmurf wrote:
the way it was being used seems counter to their roleplay and the helpfile.


Except that's not "the way it was being used." Only a handful of newbs used cleave as a finishing move instead of an opener.

It would be good if cleave and <Hammer Skill> could still be used as an entry point into combat regardless of whether combat is already going on. Otherwise those skills will have lost the vast majority of their application.

If you were truly "entering combat" under the new definition, this should still work. That is, if you are a third party and walk in and cleave, I don't see why it wouldn't still work. I haven't tested that though.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 8:13 am 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Prior to this code change. Hellions, Hammer and Scouts could have auto assist off, and if a fight started with their group, they could manually begin with cleave/hammerskill/etc.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 8:15 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
This code change essentially negated any tactical importance to having auto assist on/off.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 8:17 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ObjectivistActivist wrote:
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.

Maybe I've not expressed it, but I do value Finney's opinions about the game. It's too bad he doesn't feel like posting them here. I don't read other posting sites and if I don't know about it, then it will probably never be changed.

ObjectivistActivist wrote:
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.

Not enough information here for me to do anything. What's the bug?

ObjectivistActivist wrote:
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.


This wasn't really that big of a change in lines of code. It's been a change of definition. I figured it would have some unseen consequences and I specifically said at the top of this post that it would probably require some tuning, but it does seem to have done more than I expected.

As for enchant changes, I'm not avoiding anything. They are mostly done, but waiting on some related code to be finished before going live.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 8:26 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Just put in a fix for the skirmish issues. Let me know if it's working better. That's all I had time to finish for this morning, but wanted to show some progress.

PS. Sorry for the lack of adequate reboot warning.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 11:14 am 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
ObjectivistActivist wrote:
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.


Comments like this are really unproductive. This is partially why you get such a negative response out of people. The changes have been done for a bit, but other things need to happen before they can go in. You'd be surprised at what all you can get done with a slightly friendlier attitude with other people.


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 Post subject: Re: Code Update Q&A 7/10/2012
PostPosted: Thu Jul 12, 2012 2:37 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Sargas wrote:
ObjectivistActivist wrote:
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.


Comments like this are really unproductive. This is partially why you get such a negative response out of people. The changes have been done for a bit, but other things need to happen before they can go in. You'd be surprised at what all you can get done with a slightly friendlier attitude with other people.


Yeah well those changes are actually needed to improve gameplay. A reworking of the combat system as a result of issues regarding rogues (which weren't even actually addressed or corrected by the code change in the first place) was not.


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