Fighting system
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A Noob can hold 4-5 mummies and that's good?Boremier wrote:I have to agree the fighting system has improved muchlybefore I couldnt even fight one mummy, now I can hold 4-5 and Boremiers a noob now (since the char wipe
)
I don't think so.
Looking at your stats and skills, you shouldn't be able to do that (and I guess after I've changed shields you won't be able to do that anymore).
Martin
- Adano Eles
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I'm not quite a noob any more (although my skills are still severly lacking for a Noble Knight) and I can hold against two mummies if I'm lucky, using two swords and light armor.
One thing I noticed: I fought Players and NPCs with a sword and a rapier together for quite some time but my piercing skill never seemed to increase significantly, while my slashing skill did go up. Might this be a bug in the fightning system or is this a result of my attributes and fighting style?
One thing I noticed: I fought Players and NPCs with a sword and a rapier together for quite some time but my piercing skill never seemed to increase significantly, while my slashing skill did go up. Might this be a bug in the fightning system or is this a result of my attributes and fighting style?
This is a result of the fighting style. Using two weapons together will only raise the skill of the stronger weapon.Adano Eles wrote:One thing I noticed: I fought Players and NPCs with a sword and a rapier together for quite some time but my piercing skill never seemed to increase significantly, while my slashing skill did go up. Might this be a bug in the fightning system or is this a result of my attributes and fighting style?
Martin
- Estralis Seborian
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A medium fighter can sleep in a crowd of mummies as long as they don't attack from behind. Even if wielding a two handed weapon. The same medium fighter can spend an Illarion "hour" to hack on the same skeleton with no effect. At least this was the state yesterday.
I know that it is hard to tweak a fighting system. I tried to create one for a P&P-RPG myself once and failed by making it too complex. Maybe replace some of the complexity by a bit more random - for me, it seems like most fights are predecided even before they start. To me, it seems like most formulae take lots of stats into account, fine thing, but I will try to use an image what I have in mind:
Imagine a race, distance might be a mile. A well equiped, well skilled fighter is comparable to a car, a n00b comparable to a horse and a demon is comparable to a F16 fighter jet. Now, guess who wins. Top speed and acceleration of the horse is not inside the order of magnitude of the others. I am not saying that a n00b should have a fair chance to win against a pro once in a while, but I pressume there is not even a noteable statistical chance for this event. I mean, to me, it is more fun to watch and partizipate in races that are not predicided. Just think about horse races, there are favourites and mavericks, but still, lots of horses.
I know that it is hard to tweak a fighting system. I tried to create one for a P&P-RPG myself once and failed by making it too complex. Maybe replace some of the complexity by a bit more random - for me, it seems like most fights are predecided even before they start. To me, it seems like most formulae take lots of stats into account, fine thing, but I will try to use an image what I have in mind:
Imagine a race, distance might be a mile. A well equiped, well skilled fighter is comparable to a car, a n00b comparable to a horse and a demon is comparable to a F16 fighter jet. Now, guess who wins. Top speed and acceleration of the horse is not inside the order of magnitude of the others. I am not saying that a n00b should have a fair chance to win against a pro once in a while, but I pressume there is not even a noteable statistical chance for this event. I mean, to me, it is more fun to watch and partizipate in races that are not predicided. Just think about horse races, there are favourites and mavericks, but still, lots of horses.
I have noticed one thing that might want to get checked out.
Every once in a while, when I Ctrl+click a 'bad guy'... I'll hit once, then the target/combat quits. Click again, one hit, it goes away. I can't seem to figure out a pattern as to when/why it does this; it seems to be completely random. Usually by the next fight, it's fine.
Every once in a while, when I Ctrl+click a 'bad guy'... I'll hit once, then the target/combat quits. Click again, one hit, it goes away. I can't seem to figure out a pattern as to when/why it does this; it seems to be completely random. Usually by the next fight, it's fine.
I think in the old system there was a difference between your strong and your weak hand (left/right).martin wrote:This is a result of the fighting style. Using two weapons together will only raise the skill of the stronger weapon.
Maybe the learning with two different weapons should depend on your strong hand.
PS: Yesterday I could stand the monsters under the old temple quite good, but my character was not attacked often (party fighting)...
- Estralis Seborian
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I seriously doubt that there was and is any difference at all between the left and the right hand - and it is good this way. I see no benefit in this; I mean, you'd have to define somewhere wether your char is right or left handed, add code lines to read this from the database, change calculations depending on which hand you are using and gain... nothing.Miklorius wrote:I think in the old system there was a difference between your strong and your weak hand (left/right).
Maybe the learning with two different weapons should depend on your strong hand.
One thing that is related to the fighting system (script sided): Whenever a weapon looses durability, it vanishes for a fraction of a second and reappears. I noticed this in the past with furnaces for smithing, they behaved in the same way while smoke ovens didn't. The only difference there was that the smoke ovens were swapped while the furnace was deleted and recreated. Maybe something similar is going on with the weapons; they are not swapped but deleted & recreated, thus the graphical glitch?
Ah, one question: I never witnessed the breakage of armor parts. Only weapons so far. Can anybody confirm that armor breaks? Or looses durability at all?
Mmhh... I did in the old fighting system some "pig tests" and I was quite faster in killing them with my right hand than with my left one...Estralis Seborian wrote:I seriously doubt that there was and is any difference at all between the left and the right hand - and it is good this way.
Aha... So what is with the two-handed weapons' blinking "blocked"-symbol?One thing that is related to the fighting system (script sided): Whenever a weapon looses durability, it vanishes for a fraction of a second and reappears. I noticed this in the past with furnaces for smithing, they behaved in the same way while smoke ovens didn't. (...)
Graphical glitches: Are these position changes with oven and trees a bug?
- Adano Eles
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I lost armor and helmets.Ah, one question: I never witnessed the breakage of armor parts. Only weapons so far. Can anybody confirm that armor breaks? Or looses durability at all?
Because monsters have the annoying habit to go after the weakest opponent, which usually happens to be me.PS: Yesterday I could stand the monsters under the old temple quite good, but my character was not attacked often (party fighting)...
There WAS a difference until the big server update 2 weeks ago.Estralis Seborian wrote:I seriously doubt that there was and is any difference at all between the left and the right hand - and it is good this way.
Meanwhile, there is none anymore.
Your right hand was preferred.
This cannot be changed soon.Whenever a weapon looses durability, it vanishes for a fraction of a second and reappears. I noticed this in the past with furnaces for smithing, they behaved in the same way while smoke ovens didn't.
The problem is: You need to delete and replace the item, technically spoken. So the server sends a command "delete item" and then "create item" to the client. Eventually... well, okay, I can think of a solution, however of course NOT script sided. This requires hard server coding.
I can and you can surely check that yourself using the ceiling trowel.Ah, one question: I never witnessed the breakage of armor parts. Only weapons so far. Can anybody confirm that armor breaks? Or looses durability at all?
Martin
I fight with another player and by the time i finish my weapons have degraded alot and my armour abit..
something like... before fight: very good brand new elven mage staff
used lor angur
after fight: very good rotten elven mage staff
Corroded lor angur
The armour decays an ok amount considering its a player fight but that happens with my staffs i have no idea...
Note: these are around 3 minute fights.
something like... before fight: very good brand new elven mage staff
used lor angur
after fight: very good rotten elven mage staff
Corroded lor angur
The armour decays an ok amount considering its a player fight but that happens with my staffs i have no idea...

Note: these are around 3 minute fights.
- Samantha Meryadeles
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- Estralis Seborian
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Ah, now I know why all my chars s|_|cked at fighting... The reason why I asked about the armor-breakage is that I found out that weapons break comparable fast; I assume it is because you use a weapon during every attack, but the armor is damaged only once in a while (keyword: hit zones). Maybe some tweaking can help here. I will ceiling-trowel a small test as soon as I have access to a computer on which I can play games without getting hung up on a treeYour right hand was preferred.

@martin: I am referring to a difference I noticed between swapAtPos eraseItem + createAtPos - even though everyone told me the commands do exactly the same, the result looks different for me. I can show you what I mean: If you use item 2836 while having item 21 in your belt, there is a "blink". When using item 307 with item 304, there is no such blink last time I checked. I will check if those blinks persist asaIhatacowIcpgwghuoat.
(Or does the fighting system use changeQualityAt ?)
Yeah, i think its a bug. The key is, it works with the music, when you, by example, are figthing 2 mummys. When you kill the first one, and then you instantly click the second one, there are 100% chances that the attack lag starts. To counter that currently, you need to wait lets say 5 seconds before you ctrl click someone, if you right click just after you stop attacking the other one, it will lag and youl lhave to ty again. Why it does that? i think its because when we do it fast, the new music is in the same time than the current music, so the 2 musics both stops, as well as your targetting. So in fact, you just gotta wait a few seconds before to change targets.NirAntae wrote:I have noticed one thing that might want to get checked out.
Every once in a while, when I Ctrl+click a 'bad guy'... I'll hit once, then the target/combat quits. Click again, one hit, it goes away. I can't seem to figure out a pattern as to when/why it does this; it seems to be completely random. Usually by the next fight, it's fine.
- Adano Eles
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It can't be because of the music... because I don't have the music set to play.
But yes, I have noticed it seems to be from going too fast from one target to the next. And it isn't the end of the world, but I thought it hsould be mentioned somewhere that someone familiar with the scripts can see it for when more important bugs are taken care of.
But yes, I have noticed it seems to be from going too fast from one target to the next. And it isn't the end of the world, but I thought it hsould be mentioned somewhere that someone familiar with the scripts can see it for when more important bugs are taken care of.