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  #41  
Old 09-14-2012, 05:24 AM
Venom_Fish Venom_Fish is offline
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Honestly, everyone supporting this system doesn't spar or even play graal; wtf.

The Hit-Detection on Classic, for sparrers, sucks because you hit people from miles away and receive hits at weird times.

We don't code, we spar. We can't tell you what line you screwed up at, that's your job to find.

You can listen to all these forum-buffs who don't do anything else but talk about graal and rarely play it, but at the end of the day, your spar complex will forever remain barren until you fix this issue.

(Still don't know who makes a completely different system, NOT TO BE BETTER, but just to mimic what already exists).
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  #42  
Old 09-14-2012, 08:39 AM
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Quote:
Originally Posted by Venom_Fish View Post
(Still don't know who makes a completely different system, NOT TO BE BETTER, but just to mimic what already exists).
Because the default one is not exactly customizable. In order to certain things with the default movement/sword system, you'll have to recode it. And then people like you with your elitist bullshit storm the forums saying it sucks, when the only problem is that it's different. That's what most of the community is usually good at: complain about any sort of change made. If you leave that as it is, the players will eventually accept it. So, Thor, I suppose that's your best bet.
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  #43  
Old 09-14-2012, 05:38 PM
scriptless scriptless is offline
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Quote:
Originally Posted by Venom_Fish View Post
Honestly, everyone supporting this system doesn't spar or even play graal; wtf.

The Hit-Detection on Classic, for sparrers, sucks because you hit people from miles away and receive hits at weird times.

We don't code, we spar. We can't tell you what line you screwed up at, that's your job to find.

You can listen to all these forum-buffs who don't do anything else but talk about graal and rarely play it, but at the end of the day, your spar complex will forever remain barren until you fix this issue.

(Still don't know who makes a completely different system, NOT TO BE BETTER, but just to mimic what already exists).
Whoa, I take offense. I've been scripting since 2002, I play EVERYDAY and I spar sometimes. Kinda curious tho how you guys are making such a judgment? You guys are used to a level3 shield, where-as currently you only have a level 1 on classic. So you're not as fast. As for hitting people across the level, that's false.. It's just a delay in reeiving the hit caused by player lag. And this happens on the default system aswell. It's just more noticable on the scripting one (for some people). Ex: have you tested against UDP players? I will say that very very few times I get a hit that's 100% legit and it doesn't hurt the player. As if the hit got lost or something. But that happens in the default system as well, tho even less often it appears.

Simply put, your gonna cry our system sucks? What disadvantages do you have over the other player? Since, ofcourse, your BOTH using the HD.. But you can come up with an excuse you want to not lose your spar rate.. go spar on un or something before it dies man.
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  #44  
Old 09-14-2012, 05:56 PM
Kamaeru Kamaeru is offline
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I logged on to UN last night and it was even worse than it was in 2003, so if my mind is stuck in 2003 then I am not even doing UN proper justice by bashing it enough.
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  #45  
Old 09-14-2012, 09:37 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Venom_Fish View Post
Honestly, everyone supporting this system doesn't spar or even play graal; wtf.
I would consider myself a sparrer, having amassed over 1000 wins and 300 defeats since we began recording stats. Although I do not spar much now, I occasionally get PMs of "Hey can you come to the arena and end this guys streak?". I also have a rating of approximately 2050/77 which consists largely of spars against the winners of spar events that I have hosted.

Quote:
Originally Posted by Venom_Fish View Post
The Hit-Detection on Classic, for sparrers, sucks because you hit people from miles away
This is the expected behaviour, used to happen a hell of a lot more in the past with default when connections weren't so good.
It does not matter whatsoever how far away your opponent is on your screen when you hit them, or how far away they are on your friends screen when you hit them, the only thing that matters is how far away they are on their own screen.

It's a possibility there is something causing a slightly higher delay compared to UN or iPhone, though it might be something completely external to our systems. Plus there is also the factor that a higher number of players on the server seem to be unaware of the benefits of UDP.

Quote:
Originally Posted by Venom_Fish View Post
and receive hits at weird times.
Weird times such as what?
Having seen the built-in code for the sword mechanism, and directly compared ours with default as shown in a video, I'm very certain the basic sword detection is how it should be, and such claims of "the hit box size is wrong" are false.
I even had one person complaining about the fact they were hit while blinking the second they attempted to slash their nearby opponent who was also slashing, which is actually a behaviour that is copied from default.

Quote:
Originally Posted by Venom_Fish View Post
We don't code, we spar. We can't tell you what line you screwed up at, that's your job to find.
I code, and I spar. Having re-scrutinised the code countless times, having tested spars and debugged the detection countless times, I am not aware of one thing that needs changing. Any change could just as easily make it less like default.

Quote:
Originally Posted by Venom_Fish View Post
Still don't know who makes a completely different system, NOT TO BE BETTER, but just to mimic what already exists.
We didn't make a system to be exactly the same as default and offer no improvements whatsoever.
There are a lot of advantages within our scripted systems that cannot be achieved while using the default ones. Not unless you're able to get Stefan to add it to the client, which unless it directly benefits iPhone, is like dropping a bottled message in the middle of the ocean.

For example:
  1. The invincibility blink that happens when you respawn, preventing spawn laming.
  2. The ability to define quest or event levels to impose certain behaviours. Like in quest levels you can be damaged by NPCs, but not players.
  3. The fact that in spar levels you can damage those with the same guild tag, but if a spar and event level, you can't.
  4. The ability to spar or play events with 100 AP, be hittable, and not lose it.
  5. The ability to walk through your guild mates or those with 100 AP outside of spar/pk/event levels.
  6. The ability to have a customised blink behaviour for events like CTF, a necessity for closed base modes.
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  #46  
Old 09-15-2012, 12:53 AM
cbk1994 cbk1994 is offline
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It's a real shame it's not easily possible to switch between classic and scripted hit detection. I'd bet an awful lot that you'd get the exact same complaints you're getting now if people didn't realize they were using the built-in hit detection.
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