.... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.
i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.
as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.
i hope that this clears it up a bit for you.
The fix for Impulse and other AOE is to make all AOE's hit friendly targets for some reduced amount - say like 25%. This would only occur in Cyrodiil. Siege weapons would do friendly fire damage of like 10%.
You would also lose Alliance Points if you kill a friendly in this fashion. If you have no Alliance Points left, you are kicked out of PVP and given a 24 hour cooldown before entering again.
Problem fixed.
shanersimms_ESO wrote: ».... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.
i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.
as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.
i hope that this clears it up a bit for you.
Well you've cleared up nothing because there was nothing to clear up. Your condescension is unwarranted and you should at least be clear on what the person you're responding to is illustrating before making such laughable comments.
So the point your missing is the internal cooldown you're referring to is the same processes that I was describing. To make the math easy, it was figuring that with the current 0 cast time on Impulse those internal cooldown/game response processes were a total of 1 second long. These process remain on top of the cast time, because you queue the ability, cast time takes place, and then there's the internal cooldown.
As noted, 1 sec is long for these processes, but if you want to get an accurate representation and figure the 183 milliseconds or whatnot they actually take, be my guest and run the math yourself.
Your attempted red herring doesn't change the fact the per the illustration the Impulse ability can be given a cast timer and not be "nerfed" if compensated for with increased damage. This is borderline common sense it's so obvious.
-Lord Shaszahan, of The Septim Bloodline
shanersimms_ESO wrote: ».... its currently set to an uninterruptable animation, and it (apparently) requires someone who has actually worked on mmo spell effect functions to explain how the server responds to requests on a small qued timer, to avoid players feeling lag between abilities.
i ran daoc freeshards for a bit, and had to edit many abilities to bring them in line with what the community wanted.
as far as the server is concerned, the ability is qued and fired instantly then waits out a small internal cooldown before it can be triggered again, following the response protocols.
i hope that this clears it up a bit for you.
Well you've cleared up nothing because there was nothing to clear up. Your condescension is unwarranted and you should at least be clear on what the person you're responding to is illustrating before making such laughable comments.
So the point your missing is the internal cooldown you're referring to is the same processes that I was describing. To make the math easy, it was figuring that with the current 0 cast time on Impulse those internal cooldown/game response processes were a total of 1 second long. These process remain on top of the cast time, because you queue the ability, cast time takes place, and then there's the internal cooldown.
As noted, 1 sec is long for these processes, but if you want to get an accurate representation and figure the 183 milliseconds or whatnot they actually take, be my guest and run the math yourself.
Your attempted red herring doesn't change the fact the per the illustration the Impulse ability can be given a cast timer and not be "nerfed" if compensated for with increased damage. This is borderline common sense it's so obvious.
-Lord Shaszahan, of The Septim Bloodline
its unfortunate that you do not understand the concepts in question, but thats really your problem.
ill phrase it differently for you (you are welcome) in that the cast animation would play after the server response and would render on top of the internal cooldown, not before it, thus not resulting in this 1.5seconds you are so hung up on.
this isnt rocket science. reread until you understand. if you cant understand, then im done explaining to you how client/server cast animations work. good luck with your impulse issues lol
Yes, it was I who "failed" as someone deflected and averted all my questions and points while attempting to be insulting, making false accusations and claiming some imaginary victory.My comments have never been about whether or not it needs a nerf, buttercup.You're more then welcome to state as many reasons as you'd like for wanting people to recognize you from your signature. Like I said anybody worth remembering is usually due to their game play; not some signature. The reason I don't pay them much mind.most daoc players used the vnboards, since daoc had no official forums, and most all of them had their toons in their sigs, since that game had about 50ish classes. you obviously dont have any toons worth mentioning from there, no offense.
and theres no difference between daoc zergers whining till moc was nerfed, and eso zergers whining until ae caps were introduced.
crushed, again, sorry "buttercup"
The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.
So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
Please press it again and tell me how I've been "crushed", buttercup.
i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
you failed so i moved on to avoid hearing you whine about it until page 5
[self edited to avoid being mean]
Yes, it was I who "failed" as someone deflected and averted all my questions and points while attempting to be insulting, making false accusations and claiming some imaginary victory.My comments have never been about whether or not it needs a nerf, buttercup.You're more then welcome to state as many reasons as you'd like for wanting people to recognize you from your signature. Like I said anybody worth remembering is usually due to their game play; not some signature. The reason I don't pay them much mind.most daoc players used the vnboards, since daoc had no official forums, and most all of them had their toons in their sigs, since that game had about 50ish classes. you obviously dont have any toons worth mentioning from there, no offense.
and theres no difference between daoc zergers whining till moc was nerfed, and eso zergers whining until ae caps were introduced.
crushed, again, sorry "buttercup"
The people I might care about recognizing me; do so. And the others well there seems to be a lack of caring. I'm not some try hard that thinks his actions in a video game need recognition.
So now we're comparing a nerf to a single ability to a nerf on all aoe caps... LOL
Please press it again and tell me how I've been "crushed", buttercup.
i honestly wouldnt mind if they added a cast timer to impulse, i dont use it that often
you failed so i moved on to avoid hearing you whine about it until page 5
[self edited to avoid being mean]
Let me try it... crushed. pwnt.. I win cause I avoid valid points that make my arguments flawed. Better luck next time, buttercup.
you are welcome for someone with spell animation and coding knowledge explaining to you how this works, as it is more than you could expect from this post.
your lack of comprehension shows that its a waste of time to explain things to you. good luck with your whine post.
lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works
shanersimms_ESO wrote: »lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works
It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.
Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry.
-Lord Shaszahan, of The Septim Bloodline
shanersimms_ESO wrote: »lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works
It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.
Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry.
-Lord Shaszahan, of The Septim Bloodline
lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"
what experience do you have? oh... right...
good luck with your impulse problem lol, since you obviously dont even understand how the system works.
shanersimms_ESO wrote: »lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works
It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.
Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry.
-Lord Shaszahan, of The Septim Bloodline
lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"
what experience do you have? oh... right...
its obvious that no amount of explanation will help you, so im done trying.
good luck with your impulse problem lol
shanersimms_ESO wrote: »lol no shanner, this has been explained to you by someone with firsthand experience on the topic, and your lack of comprehension is tragic yet comical, tho i have no further want to teach you how the system works
It's funny how in all this you assume I don't have any firsthand experience of this sort of thing myself, yet I don't feel the need to /flex my own experience to prove a point when it isn't needed. I've let mathematics handle this issue for me perfectly.
Let me know when you have some solid responses that refute the math presented here. Until then, you're just wrong bud. I'm sorry.
-Lord Shaszahan, of The Septim Bloodline
lol if you had any actual experience on the topic you wouldnt be using terms like "release" and "charge-up animations"
what experience do you have? oh... right...
its obvious that no amount of explanation will help you, so im done trying.
good luck with your impulse problem lol
lol
Infraction wrote: »... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.
id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.
The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.
The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.
i would be fine with a 1second cast timer on impulse.
Infraction wrote: »Infraction wrote: »... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.
id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.
The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.
The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.
i would be fine with a 1second cast timer on impulse.
It doesn't even need to be a full second just something that disengages the block mechanic whe casting. Currently being able to block while aoe'ing is not a very good risk versus reward. I can maintain myself pretty well with several people beating on me in cloth armor because of how block interacts with instant abilities.
Infraction wrote: »Infraction wrote: »... yet in reality, the ability already has a 1sec animation, which would have to be modified to this new cast timer, resulting in now .5 sec spammed casts per your example, due to no GCD.
id be fine with a small cast timer tbh, but i think that adding ranged CC would fix the rainbow train problem more efficiently.
The rainbow train usually isn't very cc'able due to immovable. There are it of parts to it that make more than simply saying ranged cc will counter it.
The cast time would at least not allow someone to block while casting impulse meaning they take some damage from exposing themselves. Even I. DAOC as a pbaoe caster I was putting myself at risk when bombing. Sure there were some moves that got abused because they worked through walls but you were at equal risk to die if someone knew how to counter you. In ESO there is far less risk to the person bombing as it stands now.
i would be fine with a 1second cast timer on impulse.
It doesn't even need to be a full second just something that disengages the block mechanic whe casting. Currently being able to block while aoe'ing is not a very good risk versus reward. I can maintain myself pretty well with several people beating on me in cloth armor because of how block interacts with instant abilities.
agreed, tho i think 1 second is fair. if not 1, then more, or less?
yes, someone with no coding experience telling someone with a lot of experience how some code works, makes me lol
but again, feel free to clue me in to your C+, sql, visual studio and mmo administrative experience, so we can talk more in detail about the script functions...
... riiiiiight
you necro'd this post a week later to continue the argument you clearly lost?
im done here lol
shanersimms_ESO wrote: »jeradlub17_ESO wrote: »shanersimms_ESO wrote: »Hey Guys,
I wanted to post this suggestion to fix the zerg impulse spam tactic. The issue seems to be that large groups are able to run non-stop just spamming impulse without making themselves vulnerable. To fix this, what if Impulse was given a small cast time, say .5 sec to 1 sec. Something that is short so as not to nerf the ability to the ground for PvE, but make enough of a change that would force the caster to stand in place very briefly and be potentially vulnerable in that timeframe to interrupts. Of course damage could be slightly increased to compensate for the new cast time if needed, but I wanted to fish for thoughts on this suggestion.
-Lord Shaszahan, of The Septim Bloodline
Sure they can do that when they do the same for talons, bats, standards, veil of blades, etc and every other aoe of any type. Guessing fairness never occured to you.
The fallacies in this statement... like... I don't even....
Just wow.
-Lord Shaszahan, of The Septim Bloodline