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Old 09-12-2009, 10:57 AM   #51
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I thought I read that somewhere... I must be seeing things.

As for instants, how can you cancel an instant attack if you move?
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Old 09-12-2009, 11:07 AM   #52
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Originally Posted by Slowlywerot View Post
Well, if you think that turn-based strategy games for ranged classes is better, why not?
Like that you could have more ranged classes on the "tarima", but sorry I will continue to be an assasin or in fact a dead assassin or a running assassin.
I just want a new prenium, it could be like a target over the head with this inscription:"Hit me, I'm on frozen mode!"


Take care, a normal hit on a buffed knight or a buffed marks could be negative.

I don't know why when you make some updates you always decrease the power of certain classes instead of increase the power of the others?
But, I'm too stupid i play a future frozen hunter.

Reguards
If they always increased power of other classes: 1. lvling would be too easy, 2. rvr would always end too fast
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Old 09-12-2009, 11:22 AM   #53
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Originally Posted by _Enio_ View Post
Makin friends? Or trying to be funny?

Anyway:
The game ran 3 years unnoticed with a bug which removal changes archer gameplay by 180 degree.

I know it was more an effect of unfinished design from start, but you cant deny it became a much used and loved feature which added to tactics and skillful play. I pity to lose it since it removes a huge bit of micro-tactic without giving much new.

Well, first test - then decide whats worth it.
Not trying to be funny, just putting things as they are.
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Old 09-12-2009, 11:24 AM   #54
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Hopefully this will even the playing field a bit for warriors.
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Old 09-12-2009, 01:09 PM   #55
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This looks good, can't wait.
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Old 09-12-2009, 01:26 PM   #56
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Quote:
Originally Posted by e30ernest View Post
As for instants, how can you cancel an instant attack if you move?
Mmm I'm guessing that would be the first part of Chilko's post. About the better synchronization between attacking that they will add now. I'm guessing it will even be very accurate. You simply won't be able to attack I guess if you moved, I guess there will be animation bugs, or it will be slowed.

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Originally Posted by e30ernest View Post
But if you move while casting sultar's, the casting gets cancelled?
Would be nice, I can't count the number of times I've used an area at the wrong time, and there is no way to cancel its casting time. If it does work like this now, then I hope like you said they will not count the spell as casted, but simply interrupted with no change to cooldown.
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Old 09-12-2009, 02:10 PM   #57
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Ok how do i put this... im a marksman... i like slow and medium bows with long range that hit hard.
So am i now gonna have bows which hit ridiculously fast but are thoroughly pathetic in their damage output?
Doesnt this mean armor is effectively going to be impenetrable to me?

P.S. Am i going to have to become a SOTW spamming noob like every other archer :'(
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Old 09-12-2009, 02:19 PM   #58
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Quote:
Originally Posted by chilko View Post
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:
  • If you start moving when you press a key, you should be able to start attacking when your client thinks that you are in range.
  • Then, the server will validate and (by the time the attack animation is almost over) you will have the result of the attack (in much better synch).
This is the same solution used in most MMOs out there.

Now that all classes are more responsive we had to fix the following for balance reasons:

  • We fixed a bug in which ranged classes didn’t have to wait until the end of the round of their weapon (depending on weapon’s speed) to launch a power (Some archers have been using this bug in order to do a power and a normal hit in the same round).We did not know it was a bug - feature?
  • Ranged classes will have to stay still during an attack if the user moves the attack will be canceled
    I like this concept
  • Weapon speed for ranged classes is 100% faster to make game-play more dynamic (not having to stay still for a long time).Cool cool
  • If a power has casting time the casting will start immediately regardless of weapon speed NICE!
  • Weapon speed for warriors is 100% faster only for powers (the ones with casting time 0) NICE!
  • Some Powers that should not be affected by the weapon speed (such as some buffs) will Cast immediately.
  • Base attack damage for ranged classes will be reduced to maintain the same Damage per second ratio (the amount of this reduction has not been decided yet).This will be tricky bro since we lose 8 damage per hundred armor points on average. Archer vs boss monsters or knights will become more difficult.
  • Health and Maná regeneration speeds will be increased in all classes while resting and out of combat mode.COOL!
  • A global cooldown has been added for all powers to balance between fast and slow weapons. This cool down may be different per class and will allow us to add faster weapons in the future (such as dual wielding).YEs!!!!!
We know that we were trying not to make big adjustments like this, but this is the only way to re-balance base characteristics of melee and ranged classes one and for all. This change is also VERY important in order to provide better synchronicity that (along with the new animations) will provide for a more realistic and immersive experience. Don't swet it NGD, we needed this big adjustment. I'm sure everyone will love it once it's all said and done.
We will soon upload this changes on Amun to try them out… please remember it is still work in progress,

Best regards,

Chilko(Crowd Cheers)
This is awesome!!!!!!!
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Old 09-12-2009, 02:20 PM   #59
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Quote:
Originally Posted by Saryad View Post
Ok how do i put this... im a marksman... i like slow and medium bows with long range that hit hard.
So am i now gonna have bows which hit ridiculously fast but are thoroughly pathetic in their damage output?
Doesnt this mean armor is effectively going to be impenetrable to me?

P.S. Am i going to have to become a SOTW spamming noob like every other archer :'(
imagine the damage of fast 25m short bows: 10 - 9 - 18 crit -7 - 10....

I bet that targets will recover faster than archers do damage.
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Old 09-12-2009, 02:21 PM   #60
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Whatever the damage reduction is, the DPS should be the same as it is now AFTER armor reduction.
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