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  #1  
Old 02-25-2009, 04:57 PM
ChaosSlayer
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did you tried rising COmbat Hit Chance in rules? - I belive default is 54, make it 65
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  #2  
Old 02-25-2009, 05:17 PM
thepoetwarrior
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I rolled back my version to a few days ago. Looks like that was not working too, but not as bad as the new code with new sourced SQL. Anyways, I did

UPDATE npc_types SET accuracy = 3000;

as a temp fix and seems to work. Lost 4 hours of sleep for work tonight already, will hammer at this issue again on Saturday, my day off.

Thanks for the responses.
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  #3  
Old 02-25-2009, 05:37 PM
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trevius
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I have spoken with a few admins who are a bit hesitant to update their source for a while with this new change in it. I am sure that the new rules and formulas can be adjusted to make a standard PEQ DB install feel much more live-like. But, many admins of custom servers may just not have the time to rebalance all of the balanced custom content on their servers, myself included. I would definitely like to do it at some point, but just don't have the time atm.

KLS, do you think it would be ok if I put a #define in the attack.cpp that will by default be set to use the new system, but will also allow a simple change to enable the old chancetohit code? The define could be removed later at some point, but for now it should be able to save some potential headaches. If you think that isn't a good idea, then I am sure we can all deal with it as time sees fit. I just don't have much time for that right now and can't hold back on doing updates on my server almost daily.
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  #4  
Old 02-25-2009, 06:17 PM
ChaosSlayer
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Shoudn't Combat Hit Chance affect hit ratio for both players and mobs?
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  #5  
Old 02-25-2009, 06:20 PM
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trevius
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Quote:
Originally Posted by ChaosSlayer View Post
Shoudn't Combat Hit Chance affect hit ratio for both players and mobs?
Yes, it does.
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  #6  
Old 02-25-2009, 07:03 PM
KLS
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Honestly, I wish people would try it instead of complaining about trying it. I realize some people are busy coding SoF but some people are not busy and would rather complain about it I'm sure. I can't really put off changes to the server that make it better and more accurate just because it inconveniences people.

Really if you bump the rules I said to where I said to bump them you shouldn't really notice a difference against anything but low blue and light blue npcs.

Also, when people have problems with how things are done I really wish they'd just say so instead of sneaking around my back about it. I'm not some mean ogre that's going to eat your bones if you disagree with me. =(

All that said if you want a define for now go for it, but I expect it to be completely finalized within a few weeks and anyone who doesn't take their chance to complain about it in this time pretty much is screwed. =p
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  #7  
Old 02-25-2009, 07:37 PM
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trevius
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I didn't mean to upset you with my post. I was kinda afraid that might happen though. It isn't that people are talking about you behind your back or anything. I just speak with a few other admins that normally don't voice themselves on these forums too often.

You are right that I should try it before I complain about it My main concern was that more changes may be on the way and it sounds like that is the case. I can handle redoing content where needed once, but not multiple times if more changes will be going through. If possible, it would be nice to have just 1 big change to deal with that will hopefully be finalized for a year or so. That is another reason I think a #define would be nice. Cause it would let the new code get in and be usable, but would also give an option to let admins hold off until it has been fully tested and has been finalized for a while. Maybe just leaving a define in for a month after the last change is done to make sure there isn't anything else that needs to get changed right after. Once things are definitely final, it would be a good idea to just remove the define(s) and make it the new standard. I don't have a problem with doing it that way at all if that is ok with you.

Hopefully by making the define set to use the new system as the default, enough servers will try the new system to fully test it before it is finalized. There really aren't a ton of servers that use the source to even have the option to change the define anyway, so most Windows servers will be testing it if they update.

I don't mean to be complaining about this and I know your changes are good for the emulator, so I am sorry about having to even bring this up. I just figured a #define would make a nice temporary solution for this while the new combat changes are being finalized. Though, I admit that alot of the reasoning for me posting about it is just because it would be a fairly big inconvenience for me right now lol.

I just don't have the hours it would take to parse current fights and compare them with post-hitchance change fights. Hopefully by the time your changes are all finalized and have been proven for a month, SoF will be mostly done and I won't be having to update my server daily, and I will have more time to work on rebalancing content where needed. When I put these changes on Storm Haven, I would like to use the new hitchance values so players and NPCs hit more often. That will mean adjusting mob HPs/AC and probably min/max hit and attack and accuracy ratings at least.

We know you aren't a big mean ogre! More like a nice quite little woodelf
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