View Full Version : Weapon Re-draw Wait Times
Camate
06-30-2012, 03:28 AM
Greetings,
We’ve got more great changes planned! I am sure you have all experienced times when you sheath your trusty weapon and can’t seem to draw it again in time to defend yourself from monster attacks.
Luckily the development team is currently looking into the below changes as a result of experiments with weapon sheathing, drawing, and attack time.
Reduction in time for sheathing and re-drawing weapons
After giving consideration to weapon attack delay as well as the necessary time it takes for the sheathing animation, we are adjusting the wait time between sheathing and re-drawing a weapon. We will be shortening the times and making it so players can draw weapons smoothly.
*We are looking to adjust the system in this way to reduce stress since it is not possible to eliminate the error message or change the weapon drawing timing. Likewise it would cause a large amount of server lag if we simply removed the wait time completely since information for drawing/sheathing is constantly sent to the server.
As long as everything goes smooth, we are planning to introduce this to the test server with the next version update. Explaining how this will feel in words only is a bit hard, so we would definitely like you all to try it out on the test server when it is implemented. :)
cidbahamut
06-30-2012, 03:55 AM
This is excellent news. Keep the quality of life tweaks coming guys.
Oscar71
06-30-2012, 04:27 AM
Now do the same with casting magic. Nothing irks me more than accidentally hitting my keyboard with my character moving but an inch and having the casting interrupted. ; ;
Kitheren
06-30-2012, 04:27 AM
Absolutely loving all the little tweaks being made!
Kitheren
06-30-2012, 04:28 AM
Now do the same with casting magic. Nothing irks me more than accidentally hitting my keyboard with my character moving but an inch and having the casting interrupted. ; ;
Haha, that or when you are trying to interrupt by moving around you can't! I get both of those all the time, it's really frustrating. The wait time on recasting something that's been interrupted is quite ridiculous though. I'd like to see that changed.
cidbahamut
06-30-2012, 04:35 AM
That's because movement interruption is determined at the end of casting time. You can actually run around all day as long as you're back where you started when the spell goes off. It'd be nice if that got tweaked, but I suspect it'd be an enormous undertaking, reworking the entire spell-casting system.
Ophannus
06-30-2012, 05:44 AM
I thought it was originally this way but they implemented a delay equal to your weapon delay when you sheathe your weapon because players were exploiting it. Players would engage a target, sheathe their weapon and then re-draw their weapon immedietly to hit the target. Since when you draw your weapon, your delay is reset, 2handed jobs would end up swinging more quickly because the time it took to attack, sheathe and redraw and hit once more was overall a shorter time than the actual delay between auto-attack rounds.
Insaniac
06-30-2012, 05:54 AM
Being able to move while sheathing and drawing weapons would be glorious. I hope that's something they are considering.
Komori
06-30-2012, 05:56 AM
I know I just tried to work around this by using a JA or spell on a monster and using auto-target or switching targets quickly just as I swing to kill my current. Hopefully won't have to do that anymore soon. (:
Daniel_Hatcher
06-30-2012, 05:57 AM
I thought it was originally this way but they implemented a delay equal to your weapon delay when you sheathe your weapon because players were exploiting it. Players would engage a target, sheathe their weapon and then re-draw their weapon immedietly to hit the target. Since when you draw your weapon, your delay is reset, 2handed jobs would end up swinging more quickly because the time it took to attack, sheathe and redraw and hit once more was overall a shorter time than the actual delay between auto-attack rounds.
I'll imagine They'll still take delay into consideration, probably just factor the sheathing, and unsheathing into it.
hideka
06-30-2012, 06:43 AM
Now do the same with casting magic. Nothing irks me more than accidentally hitting my keyboard with my character moving but an inch and having the casting interrupted. ; ;
oh dont worry, there will be a level 45 GEO trait that allows casting while moving ( at reduced movement speed of course)
Heh would like to think this came about due to one of my suggestions, have thrown an off comment or two about how outdated the forced delay for weapon draw was considering how easy gear haste cap was to reach any more.
I actually got to have some fun with this before they nerfed it back in the day >.<
wish12oz
06-30-2012, 04:59 PM
I remember back in the day leveling WAR with my /attack and /attack off macros, basically having hundred fists the whole time. Hopefully they dont mess up doing this and thats not possible again, since it was pretty broken.
Babekeke
06-30-2012, 05:19 PM
Greetings,
We’ve got more great changes planned! I am sure you have all experienced times when you sheath your trusty weapon and can’t seem to draw it again in time to defend yourself from monster attacks.
Is there any chance that the Dev Team will be also removing the 'cure lock'; the effect of not being able to move because a mage is casting cure/haste/regen whatever spell on you, so you can't turn to face the next mob. You know, that thing that SE did say they were fixing and then said they HAD fixed ooohh, about 1-2 years ago was it? (It's still not fixed FYI)
Camiie
07-01-2012, 12:58 AM
So will this mean there isn't as much of a delay when I choose to be raised and my character wastes time sheathing her weapon when she should be high-tailing it out of danger?
Anapingofness
07-01-2012, 01:10 AM
Yes! The weapons with high delay certainly needed this. Now, if they could only increase our movement speed permanently.
Dazusu
07-01-2012, 02:05 AM
This is going to be like the time they fixed spell-lock, and nothing actually changed. I still get stuck to the floor when someone throws an ill-timed Cure 5 on me.
Juilan
07-01-2012, 04:38 AM
Now where is our update where if we're too far away from a monster we wont loose all tp?
Kitkat
07-01-2012, 01:32 PM
So if I read this correctly, they are planning to go from Delay+sheath+redraw wait to simple delay of weapon? Captain obvious statement incoming, but they should have done this back when they fixed the abuse of disengage/engage to negate weapon delay all those years ago.
Additionally, where is the update that allows you to still attack the target you're right behind as it runs around? Mobs can do it so why can't we? If a Goblin can chase me with dagger in hand, at normal movement speed, and still attack me while running it goes without saying that we as players should be able to do the same thing. Especially if wielding a weapon that has greater reach than a dagger (such as 2hander weapons) yet if I get more than a few steps away from said mob I'm automatically out of attack range.
Arcon
07-01-2012, 01:48 PM
Additionally, where is the update that allows you to still attack the target you're right behind as it runs around? Mobs can do it so why can't we? If a Goblin can chase me with dagger in hand, at normal movement speed, and still attack me while running it goes without saying that we as players should be able to do the same thing. Especially if wielding a weapon that has greater reach than a dagger (such as 2hander weapons) yet if I get more than a few steps away from said mob I'm automatically out of attack range.
That's simply due to lag. The mechanics are the same both for players and for mobs, only they have zero lag, which makes it seem like it works better for them. This is not something that can be easily fixed, they'd have to employ strategies that rely on heuristics and best guesses to figure out if a player is hitting a mob. Unless they either increase the melee range or reduce the collision range.
Merton9999
07-01-2012, 05:05 PM
I'm excited about this and the collision detection change, provided nothing gets broken in the process. These global play experience changes are very welcome.
I'll second the request to address the delay after spell interruption. If SE got rid of that stunned period along with both of these other changes I predict my four-letter-word level would drop at least 75%.
Powder
07-01-2012, 07:09 PM
I am so grateful for this change! This is one of the most frustrating things for me!
Kaisha
07-04-2012, 03:36 AM
I'd be more interested in tweaking the engage delay code to be a variant of how it used to be.
What it was -> Disengage enemy, can re-engage immediately, your weapon delay wait gets reset in the process
What it got changed to -> Disengage enemy, have to wait full delay of your weapon before re-engaging, and losing an attack round in the process
What it should be -> Disengage enemy, be able to re-engage immediately, wait out the remainder of your weapon delay from your last swing prior to disengaging.
You already get the benefits of the 'what it should be' option in combat if you use auto-target or swap targets before your current one dies, so I don't see why those who get forced to dis-engage entirely are penalized having to wait out their delay and lose their attack swing in the process (since you lose it due to having to engage the opponent).
[EDIT] With the test server update, it seems they just did exactly what I wanted. I am quite pleased.
Raksha
07-04-2012, 05:55 AM
How about allowing us to access storage from any mog house? What happened to that update?