Rvr and résist...

Talk about your RvR experience here
Musaks
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Postby Musaks » Apr 27, 2017 09:36

i have no real experience in the matter itself, but i assure you that, even if you are fully correct and in the right, that tone won't get you far in any discussion.

I know that this can lead to very very frustrating results and over an extended time discussions get heated, but then it is really time to take a break, gather your arguments/proof and then restart when cooled off

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Grunklestank
Myrmidon
 
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Postby Grunklestank » Apr 27, 2017 17:18

I personally would love to know whether the resist coding uses true random or pseudo random number generation...

As far as this "serverwide dead interval" thing - I'm not saying you're wrong, but what the hell could POSSIBLY be the reason behind this happening in game? Why would such a mechanic or code snippet ever even exist? Is It safe to assume that this is just a straight up bug/glitch?
- Love,
Grunkle



Mordred <FE> <Validus> // Gareth (Ringer extraordinaire)

"Don't just call me pessimist.
Try and read between the lines."

Sendnudez
Myrmidon
 
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Postby Sendnudez » Apr 27, 2017 17:33

I'm sure the workings behind it are pretty complex, I can only grasp it at the conceptual level. Need someone smarter than me to explain how it functions both in game & from the server. Just a guess, they've said before that all RNG is calculated with the same calculator or system. Everything from misses - resists - crafting. Possibly that counter reaches a threshold where it needs to reset itself. I don't even want to speculate much & spread misinformation.
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unty
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Postby unty » Apr 27, 2017 17:41

Sendnudez wrote:What is fact at this point: There are intervals in server timing that all nukes & melee attacks will resist or miss. I imagine this probably translates to crafting that that time too. If it happens to be during that time, everything will resist & miss for a number of seconds. This has happened time & time again for me to be certain of this. This is not debatable at this point.

I'd simply like it acknowledged that this is an issue. Saying that this is working correctly just makes your credibility irrelevant.


Looks like you detected a disturbance in the space time continuum! Your credibility is probably irrelevant in the Devs eyes too after those slam- bladeturn pics and such. Dev checks code, code looks good, goes back to working on something else. I imagine some pretty extensive testing and evidence would have to been shown to prove otherwise, and at this point, i'd probably steath fix it IF there was something wrong to avoid embarrassment :lol:

Sendnudez
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Postby Sendnudez » Apr 27, 2017 18:55

Nice man, you serious right now? Notice how I've stated multiple times that I do not know how this functions. I'm not sure what point you're trying to make here. You can choose to focus on misses & PBT & ignore a blue con Abom resisting 8x. You can choose to ignore everyone else stating that never in the history of DAoC did resists function like this.
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Eclipz
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Postby Eclipz » Apr 27, 2017 19:57

Numerous times I have red NS get resisted 5 or 6 times in a row before one sticks.

I should not get 5 resists in a SINGLE FIGHT on red spells, let alone 5 #$^&ing casts in a row. It's a joke. Resist rate is absolutely %$%@ed here ATM. If you think otherwise then you do not RvR.

That many consecutive resists non a red spell??? :roll: NEVER EVER EVER happened. If you think it did you are clearly delusional..... Happens here quite frequently. Please fix resist rate , thanks.
Last edited by Eclipz on Apr 27, 2017 20:03, edited 1 time in total.

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pweet
Lion Knight
 
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Postby pweet » Apr 27, 2017 20:01

these alternative facts about resist rates will never stop being brought up.

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Lurker
Gryphon Knight
 
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Postby Lurker » Apr 27, 2017 20:08

Especially when people don't provide logs! Eugh...

Just /chatlog when you RvR then at least after a few nights you can do some analysis and actually provide something meaningful.

Rather than just raging on with anecdotal evidence.


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Eclipz
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Postby Eclipz » Apr 27, 2017 20:10

Clearly the entire server is making ****** up and everyone is lying......

its all a conspiracy. :lol:

Eclipz
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Postby Eclipz » Apr 27, 2017 20:10

dbl post yaaaaa

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Lurker
Gryphon Knight
 
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Postby Lurker » Apr 27, 2017 20:19

Especially when people don't provide logs! Eugh...

Just /chatlog when you RvR then at least after a few nights you can do some analysis and actually provide something meaningful.

Rather than just raging on with anecdotal evidence.


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Grunklestank
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Postby Grunklestank » Apr 27, 2017 21:54

pweet wrote:these alternative facts about resist rates will never stop being brought up.


I don't understand what kind of people actually take the time to read this thread and then post retarded garbage about how this ISN'T a problem...

Like who actually benefits from the current broken status quo? Why would anyone come here & argue that this is all fabricated and not a real issue?

Obvious troll is obvious... only thing I can think of is that these clowns play melee (i.e. and are only indirectly hurt by this problem)

And yes, a lot of anecdotal evidence has been thrown around this thread, but do you really think all of these very experienced players are wrong?
- Love,
Grunkle



Mordred <FE> <Validus> // Gareth (Ringer extraordinaire)

"Don't just call me pessimist.
Try and read between the lines."

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Grunklestank
Myrmidon
 
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Postby Grunklestank » Apr 27, 2017 22:25

Lurker wrote:Especially when people don't provide logs! Eugh...

Just /chatlog when you RvR then at least after a few nights you can do some analysis and actually provide something meaningful.

Rather than just raging on with anecdotal evidence.


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My problem with demanding chat logs is this - when is enough chat logging enough? How many resists, in how many streaks, in how long of a streak, from how many players is enough to make the devs actually look into this in depth? We will never provide enough evidence to make them care imo. They'll just continue to write off the chain resists in our logs as "bad luck" and "within the realm of possible chance"

Blue, why can't you just implement some pseudo random coding into the PvP resist chance calc that would eliminate these crazy streaks (i.e. each resist reduces the odds of a consecutive further resist occurring)?? More than anything, it's these insane lottery-winning-chance streaks that have people super upset and really questioning your statements that resist rates on Uth are fine.
- Love,
Grunkle



Mordred <FE> <Validus> // Gareth (Ringer extraordinaire)

"Don't just call me pessimist.
Try and read between the lines."

Sendnudez
Myrmidon
 
Posts: 89
Joined: Apr 12, 2017 20:05

Postby Sendnudez » Apr 28, 2017 08:50

I don't even care that it's busted at this point. I'm sure it's a real pain in the ass to fix - I'd just like it acknowledged or narrowed down so that I can adjust my plays around it if possible.
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unforgetable
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Postby unforgetable » Apr 28, 2017 09:40

This is just an idea (and I don't know how you'd test this) but if your hypothesis is that there is some kind of glitch in the matrix with resists and every cast during that glitch will be resisted, couldn't you test it will some kind of AE spell on multiple people? In theory, everyone should resist the spell on that cast, right?


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