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Phenomenon

Please Fix

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Please fix the following:

ICE BARRAGE:

https://spawnpk.net/forums/index.php?/topic/9498-152018-modifiable-f-keys-combat-improvements-and-more/

  • According to the update on January 5th, Ice barrage damage is supposed to be capped at 42.
  • This is clearly not the case, as many Gyazo's have been released of barrages being able to hit 52+ in PvP: https://gyazo.com/1cadc4d785ffccc31a31cf0f3661b400
  • Player was using void, not even full max mage gear / pets and still managed to pull off a 50 barrage.

Additionally, it says that both ice blitz and barrage is capped at 42 ...

Dear god i hope this was just a throw-in, as ice blitz is only supposed to hit 29 in PvP situations: http://oldschoolrunescape.wikia.com/wiki/Ice_Blitz

DRAGON CLAWS:

  • Damage is supposed to be capped at 80, however, i recently managed to pull off a 100 dragon claw special attack
  • It is also worth clarifying that the granite maul was NOT calculated in the 100 damage, as you can see the 0 hitsplat corresponding to the granite maul hit
  • https://i.gyazo.com/ac44861aadef685f8bf5180ed5a5ec6e.mp4

DELAYED ATTACKING:

  • Experienced pkers on the server will be able to perform one ticks when going in for a kill on their opponent
  • Regardless of how it's done, one thing is certain: there is a MASSIVE delay on actions before it actually occurs
  • It feels as though your character freezes up (stops for a second) then proceeds to special attacking
  • It also comes with a hideous animation which not only ruin the way the kill looks, but makes it more predictable for your opponent
  • It needs to be one fluent motion, and not have any disturbances / overrides in the animation
  • This also applies to F3, but the other way around

It seems to work well when you are right next to your opponent or if you aren't being attacked

This is a good example on how it should look, despite horrible pathing: https://gyazo.com/f32fb49f7359a81b19f4e2cc55aa2bfa

Another decent example, in this case he was coming towards me so it gave the animation time to occur: https://gyazo.com/23bbd379ada7282c83b7e304e16acfb8

Flaw in both the pathing, animation, and attacking : https://gyazo.com/070fc12e43ee7b25a414a4c2623afdd2

WALK/RUN/PATHING:

  • Walking & Running occurs too fast on SpawnPK
  • If you perform too many actions on SpawnPK, you are restricted from inputting any more, or your character starts to spazz out
  • Here is a comparison as to how SpawnPK looks and 07 servers look:

https://gyazo.com/0247ae690f0f9067cd0a4f1b54d20233 <------------ 07 SPK ----------------> https://gyazo.com/5db23cfba66f71f669ef2fe3d32eb90f

My theory is that walking / running is operated under 0.2m's, it needs to be 0.6m's Universally (not just 07 ticks)

As you saw, there was a significant increase in speed for no reason (applies for attacking as well) and other times it flat out won't let you attack

Tons of issues i am noticing, i will be working on this slowly but surely

 

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mate plz pm me i only now and in jaill need your help plz pm me im at jail like aday wooow no staff help me why ?

 

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3 hours ago, Phenomenon said:

Walking & Running occurs too fast on SpawnPK

I think this is mostly from characters turning too quickly/building too much velocity during turns, on RS character should build speed during turns but on here it's just too fast. SPK also has an inconsistent what I call "180 degree" mechanic. The "one-tick-behind" mechanic also probably effects movement, making turning/movement work weirder than it already does. Compare turning/complicated pathing times to OSRS.

3 hours ago, Phenomenon said:

If you perform too many actions on SpawnPK, you are restricted from inputting any more, or your character starts to spazz out

This works really weird, it's still "kinda" possible to pull off the 3 or 4-click-movement-combo while attack queuing commands/other commands (a lot of action queuing) but 5 or more movement commands can completely break movement. This has a lot of effects on SPK other than this specific scenario. (On OSRS a 5+ movement command is possible but it's sub-optimal.) I'm still figuring this one out, it honestly seems like a query limit so pathing calculations don't suck away resources. Also JS, that 07 server has weird pathing too.

3 hours ago, Phenomenon said:

DELAYED ATTACKING:

Mostly due to bad diagonal pathing, during some attacks you will path to a side,which you shouldn't (bad non-axis pathing). Also due the fact SPk Character's have no opponent prediction during pathing. By the looks of it this will be improved GREATLY with the next patch update.

3 hours ago, Phenomenon said:

Dear god i hope this was just a throw-in, as ice blitz is only supposed to hit 29 in PvP situations:

Percent magic damage currently works multiplicative with Magic, it should work additive to the base damage. This makes magic on SPK too powerful, theoretically the cap of blitz\barrage should be much much lower, Example: with 30% magic bonus barrage should hit 40 max (blitz 33). Magic's hard cap, damage working multiplicatively, and multiple % magic damage items/factors work together to break magic*.  Magic's shouldn't have a general hard cap, it should have correctly working scaling.  I could explain with more detail on why the hard cap/the way % damage is done is bad but it would be a huge reply/is a little tricky to explain.

Don't get thrown off by the jargon in the video below, a lot of the terminology translates directly to spawnpk, guns=weapons, perks=% damage items, etc. Borderlands is a different game but the additive vs multiplicative damage is logic all video games use. As the video goes on everything will become more clear on how this is applied to SPK/Magic % damage.

https://www.youtube.com/watch?v=6aT33DawIN0

 

Edited by Y I P K U

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1 hour ago, Y I P K U said:

I think this is mostly from characters turning too quickly/building too much velocity during turns, on RS character should build speed during turns but on here it's just too fast. SPK also has an inconsistent what I call "180 degree" mechanic. The "one-tick-behind" mechanic also probably effects movement, making turning/movement work weirder than it already does. Compare turning/complicated pathing times to OSRS.

This works really weird, it's still "kinda" possible to pull off the 3 or 4-click-movement-combo while attack queuing commands/other commands (a lot of action queuing) but 5 or more movement commands can completely break movement. This has a lot of effects on SPK other than this specific scenario. (On OSRS a 5+ movement command is possible but it's sub-optimal.) I'm still figuring this one out, it honestly seems like a query limit so pathing calculations don't suck away resources. Also JS, that 07 server has weird pathing too.

Mostly due to bad diagonal pathing, during some attacks you will path to a side,which you shouldn't (bad non-axis pathing). Also due the fact SPk Character's have no opponent prediction during pathing. By the looks of it this will be improved GREATLY with the next patch update.

Percent magic damage currently works multiplicative with Magic, it should work additive to the base damage. This makes magic on SPK too powerful, theoretically the cap of blitz\barrage should be much much lower, Example: with 30% magic bonus barrage should hit 40 max (blitz 33). Magic's hard cap, damage working multiplicatively, and multiple % magic damage items/factors work together to break magic*.  Magic's shouldn't have a general hard cap, it should have correctly working scaling.  I could explain with more detail on why the hard cap/the way % damage is done is bad but it would be a huge reply/is a little tricky to explain.

Don't get thrown off by the jargon in the video below, a lot of the terminology translates directly to spawnpk, guns=weapons, perks=% damage items, etc. Borderlands is a different game but the additive vs multiplicative damage is logic all video games use. As the video goes on everything will become more clear on how this is applied to SPK/Magic % damage.

https://www.youtube.com/watch?v=6aT33DawIN0

 

You're so fucking intelligent it's actually turning me on. Sent some of these small excerpts to Ryan in addition to my findings

  • Haha 1

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2 hours ago, Phenomenon said:

You're so fucking intelligent it's actually turning me on. Sent some of these small excerpts to Ryan in addition to my findings

Am not, and ty.

6 hours ago, Phenomenon said:
  • It also comes with a hideous animation which not only ruin the way the kill looks, but makes it more predictable for your opponent
  • It needs to be one fluent motion, and not have any disturbances / overrides in the animation

Forgot this part earlier. Probably mostly from character blending, basically an engine limit. Animation/modeling has a lot of variants and is really complex, custom animations/models, multiple sources; OSRS and RS2 graphics on top of everything that already exists in the base game. SPK reminds me of one certain game dev company that's used the same game engine for nearly 20 years, they keep overhauling the engine to suit their newest game. It's Frankenstein's monster that somehow works. For how complex SPK is it works very very well. Think of custom server's a few years ago (or even early RSPS') where your character would frequently explode into a null blackhole.

Some of this may be from animation priority.

Edited by Y I P K U

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