Author Topic: small notes about dueling  (Read 2116 times)

socia

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small notes about dueling
« on: July 29, 2007, 04:59:44 am »
a) client lag
b) connection lag
c) server lag

a> Your client lags, sends too less packets about movement and server has to guess. It creates efect of someone moving and teleporting back, you can see it often on hydlaa_plaza.

b> There are two types 1: ping lags 2: packet loss. Ping lag isn't created by high ping between player and server but because off differences between ping of one and ping of another player. A has ping 400 B has ping 200, A gets better and more actual position from server while B mostly gets guessed position, A starts attack but it delays while B can start nearly immediately from A's view. Difference of pings creates interesting effects like ghosting, when A and B has to guess how long the diff is and hit before/behind what they see as enemy to hit 'invisible ghost' or teleporting...

Packet loss is similar to client lag, but it has more effects, not only server but player gets bad packets too so whole thing becomes messy, once server gets position and than nothing, so it has to guess. Once client gets enemy's position and than nothing so enemy for him continues with previous movement... Packet loss is the worst thing, it creates teleporting ghosting and stance/target loosing.

c) Server lag is simmilar to Packet loss lag and + it has nice ability to forget about everything, you can keep running around with stance and so and than run all what it was 'forgeting' in one second, thing gets messy :)

As you can see system is quite unfair, when you'll add one hit=kill we get something where people with better connection and more luck might end with feeling that they are 'best duelers'. I saw many people whinning about this system so let's see arguments:

1) It's based on player's knowlage so it's _bad_ for rp > yes and no your char can have basic intuition, there are stats&skills to train so it can't be good from begining but it can have 'better ability/intuition whatever' > so we get mostly to no argument, it depends on players rp skills, not duel skills.

2) It's unrealistic and stupid, you just need to have reflex and be quickier than your oponent > yes and no, it is unrealistic as there are limiting factors, if you want realistic fight join some fight club or go on larp. Stupid - again it is limited to connection/code and so on... If someone will come with better concept and basic idea how to add it to momental code: go for it! But for now we have many it might work like.. it might be based on.. but nothing realy finished. Quickier and reflex - THAT IS REALISTIC... but it is easy to win again someone with only using your brain, why not thinking a bit about how it works and how to win without need to 'quick press button' instead of whinning?

3) It's unfair as you wrote up...

Yes because of server lag - server is suposed to lag much less in future, connection lag - there are going to be more server(less ping diffs), client lag - think about your configuration and hw..

Yes because of hit=kill - system is going to be balanced soon(tm) ^.^

To system based dueling and roleplay dueling, system nor roleplay based fight won't save you from jerks, there are exploiters and there are god moders, only thing you can do to not to face jerk/not to become jerk is not forgetting basic rules and conventions of PS, always be polite and talk oocly in tells with your enemy :) System based duels are great fun, but when you meet great rp enemy, there is nothing better.. (sigh how I miss few people...)


Last note to 'best duelers' > I used to be called godness of pvp.. gah I realy hate it. There can't be best duelere as this game isn't about being best, but anyway if you want to call your self best dueler, please contact me after 2 years of playing and minimaly 3,5k duels
« Last Edit: July 29, 2007, 05:19:24 am by neko kyouran »

Rongar Elani

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Re: small notes about dueling
« Reply #1 on: July 29, 2007, 06:36:33 am »
I agree somewhat with your opinion, that there isn't such a thing like 'best duelers'. But nevertheless, there are people who know what they do, and those who don't know, what they do, during a duel. Timing, running, guessing, back-off; all these are components of a duel, that can be trained, in order to become better than other people. Client lag, connection lag, server lag; all those create a situation of luck during a duel, so in other words, luck is due to these conditions a factor, which is not to be underestimated. But luck is one thing, and skill is another. They often go hand in hand, but for someone who hasn't dueled much, luck is the dominating factor, of course, while the skill is the dominating factor for people, who have dueled a bunch. In other words, luck can never be reduced to zero, no matter how many duels someone had, but the proportion of luck versus skill can be influenced by training.

This game isn't about being best. Yes and no, the game itself maybe not, but the players create tournaments, which encourages a competive environment. Though, all these duel tournaments are being held to find the best dueler, right? No! The winners of these tournaments are not invincible. They may be good, but luck is a major factor. These tournaments are basically meant to find the luckiest dueler within those who are skilled. A non-skilled dueler most likely won't make it to the final, so the skilled ones have big advantage still. but when it comes to the quarter finals, semi finals and the finals, a good portion of luck is involved in the decision, which of these skilled duelers wins the trophy. This being said, I also don't believe in one person being the best dueler, but I do believe in skilled and unskilled duelers, though always to be seen under the circumstances of luck.

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Unnamed_Source

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Re: small notes about dueling
« Reply #2 on: July 29, 2007, 11:05:13 am »
I agree somewhat with your opinion, that there isn't such a thing like 'best duelers'. But nevertheless, there are people who know what they do, and those who don't know, what they do, during a duel. Timing, running, guessing, back-off; all these are components of a duel, that can be trained, in order to become better than other people. Client lag, connection lag, server lag; all those create a situation of luck during a duel, so in other words, luck is due to these conditions a factor, which is not to be underestimated. But luck is one thing, and skill is another. They often go hand in hand, but for someone who hasn't dueled much, luck is the dominating factor, of course, while the skill is the dominating factor for people, who have dueled a bunch. In other words, luck can never be reduced to zero, no matter how many duels someone had, but the proportion of luck versus skill can be influenced by training.
Someone hasn't learnt the differance between In-Character and Out-of-Character. I am sure you have heard the acronyms IC and OOC, but it is apperent that you don't know what they stood for. This whole paragraph you  wrote was about training the player, NOT the character. So, let me inform you what IC and OOC mean, in very simple terms. Player = OOC; Character = IC. All that training and luck you talked about, that a player passes on to his character, is Out of Character. There is a fighting system that takes into account all the battle sequences in a fight, even though the characters don't move much, they are sill dodging, missing, and striking. This is the same effect of you pushing buttons in a FPS, cause remember, this is stil an apha project and no one has taken the time to draw up the animations for a dodge or a roll or a side step or a parry or what other fighting manuver you can think of, hell everyone hits the same way they mine. But that doesn't mean it isn't happening, stand still next time and look at the system tab in that fight, you will see all the manuvers taken place in text. Your player skill/luck should not come into play as this defeats the purpose of the fighting system as well as it negates all the training you do under the combat tab. It is the reason this is a MMORPG and not a MMOFPS, if you want lag and button skills to play a factor, go play Halo or Raibow Six or what ever other FPS you like and trust me, there, no one wil bitch at you about what is IC and OOC.

On that note, I'm still leaning toward a turn based combat system. Take that old interplay game, Fallout, as an example, you could run around as you pleased but on entering a combat situation it went into a turn based mode where upon according to the stats, the character was allowed X number of moves, for running away and for hitting. Something similar can be hatched up here, that way lag and other outside factors(OOC) don't come into play.

socia

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Re: small notes about dueling
« Reply #3 on: July 29, 2007, 12:09:36 pm »
@Unnamed_Source : could you please first read on what he was reacting, maybe you would know answer on IC vs OOC...

Rongar Elani

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Re: small notes about dueling
« Reply #4 on: July 29, 2007, 01:01:09 pm »
I agree somewhat with your opinion, that there isn't such a thing like 'best duelers'. But nevertheless, there are people who know what they do, and those who don't know, what they do, during a duel. Timing, running, guessing, back-off; all these are components of a duel, that can be trained, in order to become better than other people. Client lag, connection lag, server lag; all those create a situation of luck during a duel, so in other words, luck is due to these conditions a factor, which is not to be underestimated. But luck is one thing, and skill is another. They often go hand in hand, but for someone who hasn't dueled much, luck is the dominating factor, of course, while the skill is the dominating factor for people, who have dueled a bunch. In other words, luck can never be reduced to zero, no matter how many duels someone had, but the proportion of luck versus skill can be influenced by training.
Someone hasn't learnt the differance between In-Character and Out-of-Character. I am sure you have heard the acronyms IC and OOC, but it is apperent that you don't know what they stood for. This whole paragraph you  wrote was about training the player, NOT the character. So, let me inform you what IC and OOC mean, in very simple terms. Player = OOC; Character = IC. All that training and luck you talked about, that a player passes on to his character, is Out of Character. There is a fighting system that takes into account all the battle sequences in a fight, even though the characters don't move much, they are sill dodging, missing, and striking. This is the same effect of you pushing buttons in a FPS, cause remember, this is stil an apha project and no one has taken the time to draw up the animations for a dodge or a roll or a side step or a parry or what other fighting manuver you can think of, hell everyone hits the same way they mine. But that doesn't mean it isn't happening, stand still next time and look at the system tab in that fight, you will see all the manuvers taken place in text. Your player skill/luck should not come into play as this defeats the purpose of the fighting system as well as it negates all the training you do under the combat tab. It is the reason this is a MMORPG and not a MMOFPS, if you want lag and button skills to play a factor, go play Halo or Raibow Six or what ever other FPS you like and trust me, there, no one wil bitch at you about what is IC and OOC.

On that note, I'm still leaning toward a turn based combat system. Take that old interplay game, Fallout, as an example, you could run around as you pleased but on entering a combat situation it went into a turn based mode where upon according to the stats, the character was allowed X number of moves, for running away and for hitting. Something similar can be hatched up here, that way lag and other outside factors(OOC) don't come into play.

I don't know where your aggression comes from. All I was saying, was meant as a comment to Socia's post. But fine, let's go on.

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Someone hasn't learnt the differance between In-Character and Out-of-Character. I am sure you have heard the acronyms IC and OOC, but it is apperent that you don't know what they stood for.

Why thank you. Thank you for leaning down to my humble being, to explain me the difference between IC and OOC. But I'm sorry to disappoint you, I know the difference already, since I have been around for a little bit. I know, that all I have been saying, was only related to the OOC character of dueling. If you'd at least for one second think about what could be said about the dueling system IC; you would come to the conclusion, that there is NOTHING to say about dueling, IC wise, because other than training stats and skills, your character has nothing to train. ;-)

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There is a fighting system that takes into account all the battle sequences in a fight, even though the characters don't move much, they are sill dodging, missing, and striking.

I guess you didn't fight much at all, since the character shows dodging and striking. And missing, well, that would have to be a move, adapted from the striking animation, where the character just strikes a tad too far to the left or right. That one is missing, right, just like alot of other animations are missing yet.

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Your player skill/luck should not come into play as this defeats the purpose of the fighting system as well as it negates all the training you do under the combat tab.

Apart from me not knowing what a 'combat tab' is, I wonder why some people consistently moan about (OOC-)player skill in a MMORPG, when they solve quests and riddles by their own intelligence and move their characters via mouse and keyboard, instead of using their mental powers. Would you aswell call for your actions being dominated by the game, rather than the player, when it comes to solving riddles? Being bound to your characters' intelligence?

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It is the reason this is a MMORPG and not a MMOFPS, if you want lag and button skills to play a factor, go play Halo or Raibow Six or what ever other FPS you like and trust me, there, no one wil bitch at you about what is IC and OOC.

Seems like someone didn't get my meaning. No one wants lag to be a factor, you should be smart enough to know that. And by the way, it's not the fact, that a game takes control over your character, which makes this game a MMORPG, neither the fact, that a game has a medieval setting, a fantasy setting, or both. Maybe you should research this acronym a bit more, it stands for Massively Multiplayer Online ROLE PLAYING game. The fact that you are continously playing a role, which is different from the role you 'play' in real life, that makes this game a MMORPG. I'm no warrior in RL, neither a crafter, a hunter, a merchant, whatever, Im slipping into these roles in this game. You could say, I play these roles. Does that make me a good roleplayer? No, but it makes me a role player.

Quote
On that note, I'm still leaning toward a turn based combat system. Take that old interplay game, Fallout, as an example, you could run around as you pleased but on entering a combat situation it went into a turn based mode where upon according to the stats, the character was allowed X number of moves, for running away and for hitting. Something similar can be hatched up here, that way lag and other outside factors(OOC) don't come into play.

Where is the realism in that? This game was designed to have the player to have as much control over the character, as possible. You don't click anywhere, to make your character move, you don't wait for your 'turn', when fighting. If you want a game where you only have to stupidly press one button to fight your ass of, go play 9dragons and be happy. If you want a turn-based RPG, I'd suggest you to play Final Fantasy for example.

OOC factors are and will remain present, in all categories, but you only attack the fighting system (from which we all know, that it isn't finished). Why don't you criticize the OOC-ment of being heard over miles, by using /tell and /guild, while your character has IC never learned any magical way to do such a thing, why don't you criticize the fact that you still need a working with stock book, in order to make some steel stock, while your character has read that book a thousand times, why don't you criticize the fact, that you have 20 slots in your inventory, while not wearing anything, but pants and shirts, why don't you criticise the fact, that you can die in death realm, while you IC have died already, why don't you criticize the fact, that you cannot loot dead players, or that you cannot attack mobs, which another person is already fighting, why not the fact, that about a hundred people surround one person, who has a yellow name tag above his head, why not the fact, that you can read the description of a character, where there is even a statement about his strength, why not the fact that all citizens seem to be of the same age (no kids, no doters), why not ... ?

Some of the previous mentioned facts are due to the early stage of the game, others are due to decisions by the developers. The guid chat and /tells won't get removed, even though they are OOC, because it's such a practical feature. And I also don't think, that you will ever be able to loot another player. So you see, OOC things will remain, even by the time, when the game has reached its final state. What I have been referring to, was the fighting system, that we have to deal with right now, knowing, that it isn't finished, although I have to say, that I am pretty much alright, which what it's like, currently.

However, thank you again. Thank you for bringing up, what has been brought up a thousand times already and turning this threat into one of those here or here. There is a whole bunch of them, if you want to give us your opinion, why not doing it here ?

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Draklar

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Re: small notes about dueling
« Reply #5 on: July 29, 2007, 01:06:48 pm »
Do those "small notes" deserve a new thread?

http://hydlaa.com/smf/index.php?topic=27935.60

Edit:
* Draklar shakes his fist at Rongar for posting it already
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neko kyouran

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Re: small notes about dueling
« Reply #6 on: July 29, 2007, 01:59:32 pm »
I was gonna be nice and let this go, but since it has already started down the same road it goes down every time.....