Cba to read thread, but stupidly fast cast speeds resulting in stupidly fast lvling and OP pvp advantages. Also single target/aoe skills locking etc.
I assumed it was the movement mechanics which cause people to get hit by single target spells whilst running/dashing and cause warriors to be able to hit people that are running? Not had it on any other server so not sure what was changed here.
This.
Atm spells like SFB FC,FD etc etc all hit near everytime even though your midrun which ive never experience on any other server before and is basically horrible for warriors. Couldnt the older pvp mechanics we been using for years be put back in?
Also Icestorm range needs fixing as atm is much bigger than the 3x3 radius it should be.
Blizzard,Met dont cancel even when wiz is hit, low cooldown and theres no wedging to floor really
Curse... well i dont need to say much more than a fights over if a tao with curse turns up.
Cast rate was way too fast on wiz n taos .
Needs TrustMerchant.
Some kind of rule where you have to leave guild/boot someone though a npc if guildwar is on to stop people griefing.
Warriors always been able to hit running players if they caught them right... I am assume you are refering to wizzies being able to hit players with single attacks whilst they are running? Which you can also do on older files but I agree it seems far more often on these.
Sam
In regards to slotted items, you could make it so you can only use one type of runes on one item.
E.g. 3 SlottedBrace
1 MC rune and you can no longer add MC runes, but you can add 1 AC 1 AMC as well.
If I was running around a warrior on any Mir I've played and he was holding shift, he'd never hit me. Similarly if I just walked around him, he'd rarely hit me (maybe 1 in 10). There's something seriously wrong with the hit detection here or the movement, I'm not sure which it is. For example on AceM2 if I shift locked someone and then ran side by side with them holding shift, I'd hit them every time I get a swing off, which has never been the case before.
I know this is how people have done it on MIR here for years but that is a bug lol
walking around a player gives the other player a much less chance of hitting? lol why? That is ridiculous and sorry but it is, and it's a clear bug from previous versions of mir.
I can tell you right now that this isn't possible on Chinese Mir.
It's a bug because accuracy and evasion play no part in this, otherwise it shouldn't matter if your standing still or moving around you would always hit the same.
It's pretty much saying if you move around then the player standing still accuracy drops completely and the player moving around evasion increases by alot which also isn't true.
So this is a bug, i know this has happend on most server on lomcn due to the fact that they all follow 1 version which is Euro, which last time i checked closed down a very long time ago were as KR and CN are still running. When will people see that Euro was broken badly.
Lol considering those versions of Mir allow hacks to be enabled doesn't ring any bells in your head that it's not meant to be like that?
Chinese/Korean Mir have instant run/runthrough etc all activated, so what would it matter really if you got hit? Nothing lol. On here, you slow down for at least 3-4 places, makes massive difference in pvp
Tactics have been built around this moving/attacking "bug" as you call it. Even if it was a bug, it's obviously not anymore as it's one of the main tactics in PvP, intentional or not this is what Mir needs to have in the game to make PvP that bit more fun and challenging
But your right about the acc/agility...it isn't effected. It's simply the speed and accuracy of yourself as a player. If you hit at the latest moment as they are running, chances are it will miss due to the delay of the server, if you hit when you clearly shouldn't have, then something is wrong
What do you mean they allow hacks to be enabled? You mean they have updated the game with things like Auto run? Isn't cheats, it's just updating a game which needed updating.
Ok so lets bring in Assassin, they are purly based around ACC and AGI, what you are saying is that there main stats will be cancelled out completely? and you find that fair? assassin will have more agility then a warrior so if a assassin was moving around a warrior, would it have a much greater chance of missing compared to a warrior doing it or would it be the same?, it would be the same and that is why it's a bug, you basically may aswell remove the agility and accuracy from a assassin as it will serve no purpose in PVP against a warrior.
It's all based around the delays of the server or files at which you play. If there player isn't actually in the place your hitting, why should contact me made? Just because your screen says so? No of course not lol.
Acc/Agil play a part to a certain degree of course, if you actually technically were meant to hit them and still missed then thats due to your stats. But most of the time it's because the hit your "landing" is actually hitting nothing from the delay of your hitting and someone receiving.
You never cast a spell on 1 PC and seen it on 1 right next to you? Theres a significant delay between the one you cast it on and the one you saw it on. Thats all there talking about.
If it didn't actually physically hit anything, then it shouldn't land. Just because it lands on your screen doesn't mean it did....it's really not that hard of a concept to grasp -.-
In regards to slotted items, you could make it so you can only use one type of runes on one item.
E.g. 3 SlottedBrace
1 MC rune and you can no longer add MC runes, but you can add 1 AC 1 AMC as well.
I can tell you right now that this isn't possible on Chinese Mir.
It's a bug because accuracy and evasion play no part in this, otherwise it shouldn't matter if your standing still or moving around you would always hit the same.
It's pretty much saying if you move around then the player standing still accuracy drops completely and the player moving around evasion increases by alot which also isn't true.
So this is a bug, i know this has happend on most server on lomcn due to the fact that they all follow 1 version which is Euro, which last time i checked closed down a very long time ago were as KR and CN are still running. When will people see that Euro was broken badly.
So in reply to the "mechanics" of hitting moving objects...
Single attack ranges skills shouldn't hit everytime (I agree and I thought I had already addressed this, obviously not).
As for a player walking around a warrior whilst holding shift and not being hit? This has never been the case in any version of Mir... As a warrior you used to hit a Wiz/Tao to stop them from running and then run after them holding shift before they got away... Otherwise there is no way a warrior could kill a wiz, he would simply attack and move and be completely safe.
Disagree with me if you will, I have now tested it in Ruby, 1.9 and 1.4 and there is no problem with the way warriors attack except holding shift doesn't work every time on these files (which we cannot fix without drastically slowing the over client down to that of the old outdated clients).
Sam
You're missing the point, it's nothing to do with accuracy/agility/MR or any stats at all as far as what I'm talking about is concerned.
---------- Post Merged at 11:27 PM ---------- Previous Post was at 11:21 PM ----------
It has been the case on mir. The same movement bug or whatever it is that affects single target spells hitting every time is also affecting how warriors hit too.
Example. If me and you were running side by side on warriors and you had me shift locked and then half way through the run you pressed shift, on this server you would hit me 100% of the time even though I am continuing my run and should, by the time you've stopped and hit, be off that spot that you've just hit. It's the same 'bug' (I assume) that causes single target spells to hit every time even whilst running. Something to do with either the movement of characters or the hit registration, I don't know.
Melee characters have never been able to do this previously on any server I've played (hit people on the run) unless they are alot faster than their target, but here that cannot be the case as everyone is a similar speed. Melees have coped just fine without being able to do this in previous incarnations of Mir.
