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 Post subject: Re: Combat starting only skills
PostPosted: Thu May 30, 2013 10:49 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
That would actually require changing the combat code so that every PC or NPC who's ever in a fight with a hellion has to store that hellion with their character, so that said hellion can't cleave them again until whenever wears off. First, this is a really big change, because it would have to involve changing the actual combat code. Secondly, that's just your interpretation. Your hellion shouldn't be able to cleave immediately after fighting. The general idea behind cleave is that it requires timing and effort, effort that you can't muster up immediately after swinging around a greataxe at someone who decided to run away.


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 Post subject: Re: Combat starting only skills
PostPosted: Thu May 30, 2013 11:11 am 
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Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
Edoras wrote:
That would actually require changing the combat code so that every PC or NPC who's ever in a fight with a hellion has to store that hellion with their character, so that said hellion can't cleave them again until whenever wears off. First, this is a really big change, because it would have to involve changing the actual combat code. Secondly, that's just your interpretation. Your hellion shouldn't be able to cleave immediately after fighting. The general idea behind cleave is that it requires timing and effort, effort that you can't muster up immediately after swinging around a greataxe at someone who decided to run away.



See, I can appreciate this response. You gave a valid reason why this probably wouldn't work with this MUD without ignoring my solution. Remember.. I am new, I don't know anything about the mechanics or the combat code etc. And.. well, I don't know about you, but I'm not a coder either. I do not know how difficult this would be. There is something that you mentioned, if I recall correctly, that could be changed without much fuss. I believe you said that if you are in combat while the tick resets the cleave, you are SOL in regards to cleaving until the next tick. Do you know if there is a easy fix on that particular gaff? Your argument about why a hellion shouldn't be able to cleave from one thing to another is acceptable.


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 Post subject: Re: Combat starting only skills
PostPosted: Thu May 30, 2013 11:23 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
The easier fix would be to put the cleave timer on the fast effects system, like poison/bash/etc works now. That would thematically make more sense too, although it would IMO be kind of annoying to constantly see "You feel you can cleave again" every 30 seconds after a fight.


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 Post subject: Re: Combat starting only skills
PostPosted: Thu May 30, 2013 11:28 am 
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Posts: 1648
Quote:
[Game help] ticks

Many of the game actions are based upon interval timers, including combat,
most autonomous monster actions, hp/mana/move regeneration, spell duration,
weather, and area resets.

Of these timers, the hp/mana/move regeneration timer is popularly called the
tick. Ticks on Shattered Kingdoms average 1 minute of real time, but the
actual amount varies randomly from 45 seconds to 75 seconds.

Area resets are variable as to length depending on the area. Also note that
objects lying on the ground will not be regenerated if anyone is in the area
when it resets.


It's at most 1 minute 15 seconds. I'm not replying to any of your later suggestions. This is a reply to your very first complaint. "I can't start every fight with a cleave." Yes, you can. Time it or don't. Wait for, at most, 1 minute and 15 seconds, and cleave the next guys face off.

This is a very minor inconvenience on your life as a hellion, and quite frankly, if this is what you're worried about, you've got no problems. *obligatory Jay-Z reference about 99 problems for swashbucklers* If this issue was found deserving of a bug fix, there wouldn't be a back burner far back enough to set it on because there are soooo many other things that are more pressing than hellions having to wait 1 minute and 15 seconds just to get another cleave off.

P.S. Sorry, still love ya though.


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 Post subject: Re: Combat starting only skills
PostPosted: Thu May 30, 2013 11:38 am 
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Joined: Fri May 10, 2013 5:50 pm
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Location: The Dreamscape.
SK Character: Ivan, Mythros
You're straight man. I understand there aren't enough dedicated staffers to get everything workin the way the players would like to see. I figure if I post about something, the worst thing that's going to happen is I'll learn something new, right?


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 Post subject: Re: Combat starting only skills
PostPosted: Thu May 30, 2013 8:11 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
For the record, we have a pretty good staff-to-player ratio. However, there is only one coder for SK, and that's not going to change.


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 Post subject: Re: Combat starting only skills
PostPosted: Fri May 31, 2013 5:46 am 
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Location: The Dreamscape.
SK Character: Ivan, Mythros
The cooldown timer isn't going to change, or the one coder thing? I was referring to the staff to work ratio, rather than staff to player... there is always a lot more work that needs to be done than is realized. And I'm sure one player could list off enough things that it would keep someone busy for quite some time. I am glad you read the post. What are your thoughts on the cleave cooldown? I've been using it to level with a buddy or two, and if I don't bother with timing it and just try to use the skill between fights, I use it a fraction of a percent. I understand Rodwen's point of view, however, it doesn't work like he is saying. 1 minute and 15 seconds IS NOT the longest you have to wait in order to use your skill. As Edoras stated, if you are in combat when the reset tick goes off, you cannot cleave until the next reset tick. If you are in combat during THAT reset tick, you again lose the ability to cleave until the next tick. And it will continue that way until you start timing it.. which doesn't make sense in form leveling, so I haven't bothered with it. At this point, it sounds like there is a bug with the script, rather than the original concept needing to be fixed.


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 Post subject: Re: Combat starting only skills
PostPosted: Fri May 31, 2013 6:16 am 
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maxman wrote:
As Edoras stated, if you are in combat when the reset tick goes off, you cannot cleave until the next reset tick. If you are in combat during THAT reset tick, you again lose the ability to cleave until the next tick. And it will continue that way until you start timing it.. which doesn't make sense in form leveling, so I haven't bothered with it. At this point, it sounds like there is a bug with the script, rather than the original concept needing to be fixed.

I do understand this. I understood it the first time I read it. After you finish whatever fight you're in, at that point, you only have to wait an additional 1 minute 15 seconds. You could be in a fight for 4 ticks, and enter the 5th tick while fighting and kill your NPC. You would wait 1 minute and 15 seconds at most for the 6th tick, making you able to cleave again. If you want to look at it as 6 x 1 minute 15 seconds, then sure, there is at most 7 minutes and 30 seconds between cleaves, but in between fights, you only have to wait 1 minute and 15 seconds.


Last edited by Rodwen on Fri May 31, 2013 6:20 am, edited 2 times in total.

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 Post subject: Re: Combat starting only skills
PostPosted: Fri May 31, 2013 6:17 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
It's not a cleave timer, it's an "out of combat" timer. You can't cleave if you've been in combat that tick. It has nothing to do with when you last cleaved, aside from the fact that you inherently enter combat when you cleave.

The most you will -ever- have to wait to cleave is a minute. Granted, this usually means that cleaving isn't all that useful while leveling. Just letting you know how it works.


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 Post subject: Re: Combat starting only skills
PostPosted: Fri May 31, 2013 8:23 am 
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Joined: Sun May 05, 2013 3:59 pm
Posts: 79
maxman wrote:
NPCs should just fall dead whenever I walk into a room and I should get massive experience for it and level everytime it happens. I should also get free experience.

Fixed that for you.


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