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General discussion Topics related to various aspects of Champions of Regnum |
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09-11-2009, 08:20 PM | #1 |
NGD·Studios
Join Date: Mar 2006
Posts: 892
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Changes to the combat system
Hello everyone,
After a long time we finally had resources to address one of the most important issues in the combat system. As you may know, in Regnum (as in most MMO games with simulation based movement) the client moves and he server just makes the appropriate corrections. This implies that your position on your client is not necessary the same as the position perceived by other users. We have tried different approaches to this such as client side prediction or lag compensation among others, the last iteration that its currently available offers higher fidelity (this means more network information) depending on priority (selected character has higher priority and then it goes from nearest to farthest character) Although this new positioning system is a lot better than the ones we used before, melee classes are still having trouble nailing hits on their targets, why? Well, it has to do with the fact that users see their opponents in the past (because of normal network lag) AND their actions are decided on the server. The server checks if it the user is in range or not, and users may think that they are on range but they are actually not in range (they are just seeing their future position in the server and the past position of their opponents). After this, the server sends the attack result and the attack animation starts in the user client. This means that the whole action is held back artificially until the attack animation is complete desynchronizing everything. We have now implemented a system in certain ways, reflects the movement system:
Now that all classes are more responsive we had to fix the following for balance reasons:
We will soon upload this changes on Amun to try them out… please remember it is still work in progress, Best regards, Chilko |
09-11-2009, 08:25 PM | #2 |
Count
Join Date: Jan 2008
Location: England, UK.
Posts: 1,055
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I hope for the future of Regnum that this is the fix once and for all.
I've done more than my fair share of bitching, but this sounds like good work. I just hope we have plenty of testing time for this, as it's such a massive change.
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MattdoesJOKE_#40_NOT_FOUND
RA / Hor... Haven? |
09-11-2009, 08:31 PM | #3 |
Banned
Join Date: Jun 2007
Location: Łódż, Poland
Posts: 1,506
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Finally looks like something I can look forward too.
Thank you very much for sharing this much. |
09-11-2009, 08:42 PM | #4 |
Baron
Join Date: Jun 2007
Location: Polish Side of RA
Posts: 779
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Ranged classes will have to stay still during an attack if the user moves the attack will be canceled
hunter zergs will end \o/
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Pizdzius Swedzioszek Leader of CBA
Regnum Comic <- my Regnum Comic , RSS version -> RSS (if you wish to contact me on my other realm character: Ignis - Josephine) |
09-11-2009, 08:55 PM | #5 |
Master
Join Date: Jan 2008
Posts: 357
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OMG! WOOOOOOOT!!!!!!
Kick ass. This is the best news i have heard in a long long time. The global cooldown.....meaning that all powers will CD on same time regardless of wepaonspeed? So i can use my nice slow 30 staff and still cast at the same speed as either fast or medium? Thats interesting. I cannot wait to try this all out. Thank you so very much for this post and the serious attempts to make this a more balanced experience.
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Alsirian Legion Horus: Wulfgar Heartsfang 50 barb: Arcan Heartsfang 50 Lock
RA: Drakonklenok 50 Knight |
09-11-2009, 08:59 PM | #6 |
Initiate
Join Date: Aug 2008
Location: Birmingham UK
Posts: 199
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Apologies for the wording but there is no other way to put this:
FUCK YEAH NGD! However: This +100% attack speed on ranged. Is it gonna mean we fire insanely fast and hit like little girls? With the staying still i think that archers are gonna suffer seriously at the hands of warriors now, since we have a lack of CC spells compared to mages.
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Saint Saryad
Last edited by Saryad; 09-11-2009 at 09:17 PM. |
09-11-2009, 08:28 PM | #7 |
Marquis
Join Date: Jul 2007
Location: England
Posts: 2,419
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I love you.
However if archer attacks will be faster, but less powerfull then arrow cost should be cut by a lot, its to much as it is, with this it will bankrupt archers in a month. And can the server handle +100% speed archer hits, fast bows will be like miniguns wont they?
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Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight Last edited by Umaril; 09-11-2009 at 08:48 PM. |
09-17-2009, 01:14 PM | #8 | |
Self-called retired user
Join Date: Mar 2009
Location: In NGD's ticket system hoping for a response.
Posts: 517
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Quote:
also i just bought 3000 of some lvl 34 arrows and it cost me about 15K, if i use my fast short bow, it eats through them with in 7-8 hours of grinding, if attack speed is doubled, it will make the cost of arrows go up by 100% also. making it about 30K per 7-8 hours. little much isnt it? |
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09-11-2009, 09:01 PM | #9 | |
Count
Join Date: Jun 2007
Posts: 1,186
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Quote:
rest is ok. Lets wait and see. Thanks for updating us about changes.
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Inquisition |
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09-11-2009, 09:14 PM | #10 | |
Pledge
Join Date: Jan 2009
Posts: 9
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Beautiful regnum is in the past, ugly regnum is in the future
Quote:
now seriously, WHAT? why not just tell archers to leave the game? i started a hunter because marks were so badly nerfed in 1.0.7 that i couldn't play with my marks anymore, so now the good news: ALL archers -hunter and marks alike- are non-playable! i won't start a warlock, coz the way things look, it will probably be F-ed up too before i get a chance to play with it
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wE iz RaciSt: vultureman marksman 50 vulturemage conjurer 48 vulturex hunter 44 vulturewiz lock 48 |
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