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Jacked Out

Joined: Aug 29, 2005
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http://i76.photobucket.com/albums/j...eenshot_702.jpg

I have seen this repeatedly on syntax and recursion. I also PMed 9mmfu about this and by what I understand form this:

The effects of damage in IL are calculated at 4 seconds but as you and I are away the actual length of time a given IL round takes is totally animation driven.

Your example of MGFC and EFK breaks down like this

MGFC is 4.976 seconds, EFK is 3.067 seconds long so if you do the math

4.976 + 3.067 = 8.043 seconds  but this doesn't include any shifting in position if the clients aren't directly facting each other or any shifts in position if necessary if the characters far apart. And since if either of these abilities hit the opponent is knocked down the player has a standing animation also.

it is not intentional, otherwise the reuse timer for thse abs would be 8 seconds and not 10. If it is in fact an issue I suggest timer to be changed to 11 or 12 seconds, and if this happens by design then sorry for this post.

Message edited by The Leo on 09/16/2007 10:18:59.


Ascendent Logic

Joined: Mar 16, 2006
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I think the combat system is implemented to not allow this kind of thing. Using abilities just after 1 round inbetween, that is.

There are various implementations for that, mhm... what to call it, bug? Most popular seem to be the EFK - MGFC - EFK - MGFC - ... that Swim already depicted. Cross-style possibilities are given too, although the chance to hit with the abilities after a style switch is lower.


So, yeah, I agree with a little change in the timers.



Vindicator

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I'm not exactly sure at what you're getting at. Do you mean the fact you can use EFK and then MGFC right after in the next interlock round?



Jacked Out

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Ballak wrote:
I'm not exactly sure at what you're getting at. Do you mean the fact you can use EFK and then MGFC right after in the next interlock round?
Yes for example use Sky high, then sidekick combo, then sky high right after again and sidekick combo again. combat rounds are supposed to be 4 seconds IE this whuc be impossible with the current 10 second timers, but guess what...


Systemic Anomaly

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The Leo wrote:
Ballak wrote:
I'm not exactly sure at what you're getting at. Do you mean the fact you can use EFK and then MGFC right after in the next interlock round?
Yes for example use Sky high, then sidekick combo, then sky high right after again and sidekick combo again. combat rounds are supposed to be 4 seconds IE this whuc be impossible with the current 10 second timers, but guess what...

Ahhh, that is a pickle. >;S



Vindicator

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The Leo wrote:
Ballak wrote:
I'm not exactly sure at what you're getting at. Do you mean the fact you can use EFK and then MGFC right after in the next interlock round?
Yes for example use Sky high, then sidekick combo, then sky high right after again and sidekick combo again. combat rounds are supposed to be 4 seconds IE this whuc be impossible with the current 10 second timers, but guess what...

10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.



Ascendent Logic

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Ballak wrote:
10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.

The problem is that the 10 second timer is there to prevent that, not to let it happen.



Vindicator

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GoDGiVeR wrote:
Ballak wrote:
10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.

The problem is that the 10 second timer is there to prevent that, not to let it happen.

Ah, well. I guess that really is a problem then. Mostly you don't get the chance to have four-five moves go through in a row, but hey if you did I guess it would suck because of that.



Jacked Out

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Ballak wrote:
GoDGiVeR wrote:
Ballak wrote:
10 seconds timers? If each animation interlock round is supposed to last about 4 seconds, then why not use it one after the other. In personal experience I can go EFK-MGFC-EFK-MGFC but there always seems to be some time that builds in between and that combo breaks which makes me have to do Misdirect punch or something. I honestly don't see a problem with doing a move after a move after a move. Stale, but yeah.

The problem is that the 10 second timer is there to prevent that, not to let it happen.

Ah, well. I guess that really is a problem then. Mostly you don't get the chance to have four-five moves go through in a row, but hey if you did I guess it would suck because of that.
I managed only once on a test with GG not too long ago to do MGF EFK and MGF again. I am not entirely sure how some people can go on with 6 abs in this way but I have seen it in my system chat not once. It kinda reminds me of the infinite chains hackers did at the QA server just before CR2 was released.


Jacked Out

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Its probably a macro with very precise and tuned timers that allow them to do the 4 of a kind combo so often, probably took ages to get the timing right though, so that each move would go through.


Systemic Anomaly

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10 second reuse timer. Lets assume the combat system is very kind and starts the reuse timer RIGHT at the start of the animation. So they use their fist attack, that's 4 seconds, 6 seconds remain on the reuse timer, they use the second move, 2 seconds remain on the reuse timer.

What sort of fine tuned Macro can ignore the 2 seconds still left on the reuse timer? Let alone the fact you have to cue up the ability before the next round begins, meaning there's more like 3-4 seconds left on the reuse timer when they cued up the next attack.

I know this sounds cheap, but I call exploits, or at least one hell of a bug.



Ascendent Logic

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Arcanoloth wrote:
10 second reuse timer. Lets assume the combat system is very kind and starts the reuse timer RIGHT at the start of the animation. So they use their fist attack, that's 4 seconds, 6 seconds remain on the reuse timer, they use the second move, 2 seconds remain on the reuse timer.

What sort of fine tuned Macro can ignore the 2 seconds still left on the reuse timer? Let alone the fact you have to cue up the ability before the next round begins, meaning there's more like 3-4 seconds left on the reuse timer when they cued up the next attack.

I know this sounds cheap, but I call exploits, or at least one hell of a bug.

It involves this. And no, I don't know how to use that parcticular bug (in a bug), although I think Swim thinks he knows how it is done, that's why he created this thread.



Jacked Out

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Apperantely we can do this with one ability alone as well:
http://i76.photobucket.com/albums/j...enshot_705i.jpg
http://i76.photobucket.com/albums/j...enshot_704i.jpg

I think this is more important to fix than polishing whatever clothing.


Systemic Anomaly

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Are those screenshots recent (the double sidekicks / double iron guards)? I know you used to be able to break the timers pretty easily, but I was under the impression that was fixed.



Jacked Out

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Yes they are. And apperantely they ain't fixed and I PMed 9mmfu about this some time ago, however he might have misinterpreted what I meant then. In my eyes this is just as bad as the tactic switching thing (all bugs involving combat should be top priority).
 
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