Over a year after pointing this out directly to shev...

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Thilindel
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Over a year after pointing this out directly to shev...

Postby Thilindel » Tue May 12, 2009 3:57 am

Again, perpetual stun. I don't understand why this type problem isn't fixed, but therein silly crap like trip/hamstrings got downgraded. C'mon ... NPC Shieldpunch NEEDS fixing

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
Casting: nightmare *

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
A phantasmal tendril loosens its grip on an elite orc guard.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
Casting: nightmare

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
An elite orc guard misses you with his slash.
The world starts spinning, and your ears are ringing!

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
Impossible! You can't concentrate enough!
You abort your spell before it's done!

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
The world stops spinning.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
fle
You miss an elite orc guard with your hit.
An elite orc guard misses you with his slash.
An elite orc guard misses you with his slash.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
You miss an elite orc guard with your hit.
An elite orc guard misses you with his slash.
The world starts spinning, and your ears are ringing!

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
The world stops spinning.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
You miss an elite orc guard with your hit.
An elite orc guard misses you with his slash.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
You miss an elite orc guard with your hit.
An elite orc guard misses you with his slash.
The world starts spinning, and your ears are ringing!

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
The world stops spinning.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
You miss an elite orc guard with your hit.
An elite orc guard misses you with his slash.

< 710h/710H 115v/115V >
< TC: excellent E: elite EC: awful P: std >
You miss an elite orc guard with your hit.
An elite orc guard sends you sprawling.
stand

< 707h/710H 115v/115V >
< TC: few scratches E: elite EC: awful P: sit >
You miss an elite orc guard with your hit.
Your image is no longer displaced.
An elite orc guard slashes you very hard.
OUCH! That really did HURT!

< 634h/710H 115v/115V >
< TC: small wounds E: elite EC: awful P: sit > fle
You miss an elite orc guard with your hit.
You scramble madly to your feet!
Grundar tells you 'I took on the entire football team once. The only reason my mom knew later was because I had a runny nose'
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Shevarash
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Re: Over a year after pointing this out directly to shev...

Postby Shevarash » Tue Jul 07, 2009 2:56 pm

This log doesn't really help since I can't see how you got stunned from it...
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Re: Over a year after pointing this out directly to shev...

Postby Botef » Tue Jul 07, 2009 4:48 pm

I'm not sure about this log but one problem I've experienced Shieldpunch is that it goes through mirror images without displaying any messages.

- Shield punch can go through mirror images, but has no message to confirm or deny you were spunched.
i.e. all you see is "Your mirror image shatters", but your lagged for several rounds with no confirmation of
being spunched, or a confirmation that you are no longer stunned from it.

viewtopic.php?f=23&t=21396
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Shevarash
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Re: Over a year after pointing this out directly to shev...

Postby Shevarash » Tue Jul 07, 2009 5:03 pm

Ok, thanks!
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Shaiith
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Re: Over a year after pointing this out directly to shev...

Postby Shaiith » Wed Jul 08, 2009 4:46 am

Wouldn't the initial flee command he queue'd have gone off faster if he wasn't stunned? The scramble madly to his feet was delayed by multiple rounds, ie he was stunned for those rounds, and he had been casting a spell directly prior, so there was no carryover stun from other effects prior to this.

Maybe the point is something else. I don't have a problem with chain stuns, we can chain bash a mob, why can't they do the same? [I'd like to see it take multiple players or multiple mobs to incapacitate one of the other type so that 1 v 1 there's no lockout like experienced in this log]
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Gukov
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Re: Over a year after pointing this out directly to shev...

Postby Gukov » Wed Jul 08, 2009 7:49 pm

Every time you see 'The world starts spinning, and your ears are ringing!' he got shieldpunched

mobs can stack it so often and so successfully that players can be held immobile for many rounds like that
Thilindel
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Re: Over a year after pointing this out directly to shev...

Postby Thilindel » Wed Jul 08, 2009 8:18 pm

Shaiith wrote:Maybe the point is something else. I don't have a problem with chain stuns, we can chain bash a mob, why can't they do the same?


Players cannot stack this effect. Shieldpunch isn't virtually !fail as it is mid-level mobs, let alone the higher level ones. As per your bashing example, mobs (especially rogues) stand on the bash and flee out. For caster mobs, yeah, player bash screws them. However, 1 on 1, mobs' ac/hitpoints/damage far outdoes the player. Game is made for up to 15 vs. 1, so I understand that. But for the casual xp, a warrior mob with a shield equals the pucker factor.

HITALL needs to be fixed too. Mobs will hitall when stunned. Clearly it's the only skill that erroneously avoids the check.
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Re: Over a year after pointing this out directly to shev...

Postby Delmair Aamoren » Sat Jul 11, 2009 4:49 am

Not sure if its a check vs ac, or vs a particular stat, or even a skill, but i don't seem to get stunned often when i get spunched. Even by mid-high level mobs. As a matter of fact, spunch really doesn't land that often on me as far as i can tell. I do, however, think its silly that mobs can dodge/sblock/etc when stunned. If anything, their defensive skills should be SIGNIFICANTLY reduced when in a stunned state.
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Shevarash
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Re: Over a year after pointing this out directly to shev...

Postby Shevarash » Fri Jul 17, 2009 5:36 pm

Ok - I've fixed this issue in the follow ways on the testmud:

Note that there are two components to the shield punch effect- the stun, and the lag. You always get some lag, but the stun is skill/chance based and variable depending on the weight of the shield.

- Shield punch stun (not the lag) no longer stacks.
- Shield punches that are deflected via mirror image and displace will no longer stun or lag the target.

The first item could have some impact on zone level groups, but I don't think it'll be major, and it's consistent with other stunning skills/spells. I welcome your comments and feedback on these changes. Thanks!
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Re: Over a year after pointing this out directly to shev...

Postby Gukov » Sat Aug 01, 2009 8:47 pm

Shieldpunch now lags the puncher for a whole round longer it seems... used to lag for just over 2 rounds I think and now it is over 3 rounds. Does the target lag for this long as well, or does the target retain a 2 round lag as before?

Being unable to do any other action for 3+ combat rounds kind of sucks. Could it possibly be made so that you get a 'you need more time to recover' type message after 2 rounds and have to wait longer?... presuming the intention was to make it a 1/3ish round skill.

Just noticed if you miss a shieldpunch you still get the same lag as you used to when you landed a punch.

Also have noticed a rather unnerving frequency with which mobs switch/bash after being punched lately. Example below...

-----

An Abandoned Mine Tunnel
You are in a narrow mining tunnel. Underneath you, secured to the
ground by iron spikes, is a rusting set of cart tracks. Comfort was
obviously not in mind during the construction of this passage. The
tunnel is just wide enough for a large mining cart to pass through
along the tracks. The height of the passage was designed for miners of
less than human height. The passage continues to the north and south.
Exits: - North - South
A gaunt looking troll grunts in confusion.

< 796h/796H 133v/144V >
< > shield gaunt
You slam your shield into a troll explorer and he staggers in pain!

< 796h/796H 134v/144V >
< T: Zukov TC: excellent E: troll EC: few scratches >
A troll explorer misses you with his hit.
You dodge a bash from a troll explorer, who loses his balance and falls.
Your massive slash barely wounds a troll explorer.
Your massive slash barely wounds a troll explorer.

< 796h/796H 135v/144V >
< T: Zukov TC: excellent E: troll EC: few scratches >
A troll explorer misses you with his hit.
A troll explorer misses you with his hit.
Your massive slash barely wounds a troll explorer.
Your massive slash barely wounds a troll explorer.

< 796h/796H 136v/144V >
< T: Zukov TC: excellent E: troll EC: few scratches > shield

You parry a troll explorer's lunge at you.
A troll explorer's attack glances off your shield, but finds its mark!
A troll explorer barely wounds you with his average hit.
Your attack only grazes a troll explorer as he dodges aside!
Your mighty slash barely wounds a troll explorer.
Your attack only grazes a troll explorer as he dodges aside!
Your powerful slash barely wounds a troll explorer.

< 778h/796H 138v/144V >
< T: Zukov TC: few scratches E: troll EC: few scratches > You miss a troll explorer with your clumsy shieldpunch!
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Shevarash
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Re: Over a year after pointing this out directly to shev...

Postby Shevarash » Sat Aug 01, 2009 9:28 pm

Found and fixed the problem with the lag on the shieldpuncher - it'll be into the live MUD soon.
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Re: Over a year after pointing this out directly to shev...

Postby Gukov » Thu Aug 13, 2009 4:30 am

Still seems to be a problem with mobs being able to do stuff after being shieldpunched... assuming this is the case when a player gets shieldpunched as well. Not sure if the lag is fixed, haven't tested that.

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