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Codog... one more question again...
Sometimes, I cast a nuking spell (ie Fireball), I loose the SP for the spell, I see the fireball... but not damage even if hit the mob straigth in the face.
Most of the time, I'm moving backward (if that can help).
Is that the same reason as ranged combat not registering?
(I know, I'm abusing. But it's great to know someone's listenning.)
DDOwiki.com, #1 source for DDO information.
Since Falcion are SOOOOO specimial that not even get includamed in list as havaming attack animamitimion, that mean kargon can swing as fast as can click? no wondermer kargon so powermaful!
(Yes, Kargon pretty sure falcimion go with greatmasword, but then kargon assume thing like 'raged barbarian can drink lesser restore pots whenevamer want!' and thing go downhill from there)
DDOwiki.com, #1 source for DDO information.
My ranger is a human male heavy repeatin crossbow user. I share the same frustrations as others who are experiencing the bugged ranged combat system. Not sure if the required information is at all needed though, since nearly the entire ranged combat community is having the same problems. Don't think these bugs pertain to a particular race, gender, class, feats taken, etc.
One of the feats I took was rapid reload. Not sure which ranged feats work with which weapons. I have heard speculations and timed trials from other players that they do not speed up shot or reload times for heavy repeaters. I tried researchin the issue via online support. I did not find the answer I was lookin for in the knowledge base, so I requested some1 respond to my question: Does the Rapid Reload feat apply to repeating crossbows, even tho the description says: You reload a crossbow faster than normal. It provides no benefit to reload rates of bows or thrown weapons. Prerequisite: Simple Weapon Proficiency: Light CrossbowI had recieved an E-Mail from some1 at turbine, some time ago, who responded saying that rapid reload did apply to repeaters. Oh how I wish I would not have deleted that E-Mail. The knowledge base ID# = 202.
This is only part of the problem, not only is the knowledge base vague, but also the ranged combat feat descriptions in the DDO compendium, and the online game manual. I took rapid reload early on, thinkin it would help, but not sure at all. It would be tremendously helpful if the game manual, knowledge base, and compendium were updated on a regular basis.
Secondly, please don't leave us in the dark. We want to be continually reminded that this bug is getting elevated attention. Weekly development activities are a great place to let us know whats happenin with ranged combat. Even if it says: Ranged Combat: still working out the bugs, keep yer pants on. I would be happy with that, it's better than silence.
It's nice to know that you are aware of the bug, just please keep us posted.
Here are some more threads on the issue that I found:
http://forums.ddo.com/showthread.php?t=122142
http://forums.ddo.com/showthread.php?t=124035
http://forums.ddo.com/showthread.php?t=118607
http://forums.ddo.com/showthread.php?t=122946
http://forums.ddo.com/showthread.php?t=119021
http://forums.ddo.com/showthread.php?t=116058
Codog, keep up the good work and be patient with our frustrated fumes. An update from time to time will subdue the the flames. It's just that we've been playin a very long time with this known bug, and seen many new improvements added to the game which took precedence over fixing this bug. We are eagerly awaitin yer response, or somethin in the weekly dev activities.
"I drank what?" -- Socrates
"Imagination is more important than Knowledge..." -- Albert Einstein
"Least I got chicken." -- Leroy Jenkins
As currently implemented:
Rapid shot -- Bow, Thrown, Crossbow, Repeating Crossbow
Rapid reload -- Crossbow
This being said, I thought the repeater should benefit from rapid reload also. I spent a bit of time debugging whether or not there is a bug in our bug tracker (which there wasn't). I spent a bit of time looking through our design docs to see if there was an intentional omission (which there wasn't). I looked through the code pathways to see if it was an outright bug (which there wasn't). However, our content tables don't have repeating crossbow speed affected by rapid reload. I will be checking with our lead system designer to see if this was an intentional omission. I will keep you updated.
The repeating crossbow... ah yes... our famous repeating bug. If we were gathered around a campfire, I would tell you such a tale about this *cough* wonderful set of bugs. There are some things you should know though related to the repeater. So the major problem that is happening with this is that the client gets out of synchronization with the server. Here is a brief table showing you what happens when it is working brilliantly:
Client / Server
Attack 1 / Attack 1 ( Autoattack guesses at time x next shot )Attack 2 / Attack 2 ( Autoattack guesses at time x next shot )
Attack 3 / Attack 3 ( Autoattack guesses at time x + y next shot )
Reload / Reload
Attack 1 / Attack 1 ( Autoattack guesses at time x next shot )Attack 2 / Attack 2 ( Autoattack guesses at time x next shot )
Attack 3 / Attack 3 ( Autoattack guesses at time x + y next shot )
Reload / Reload
x = time for the shot animation
y = time for the reload animation
In the case where it gets off synch:
Client / Server
Attack 1 / Attack 1 ( Autoattack guesses at time x next shot )Attack 2 fails validation with cooldown timer / Attack 2 ( Autoattack guesses at time z next shot )
Attack 2 again / Attack 3 ( Autoattack guesses at time x for next shot )
Attack 3 missing shot / Reload in progress (Autoattacked guesses time x + y )
Attack 1 missing shot / Reload is still finishing
Attack 2 / Attack 1 ( Autoattack guesses at time x for next shot )
Attack 3 / Attack 2 ( (Autoattacked guesses time x + y )
... etc ... etc
The server always fires in the correct order when the client tells it to fire. Because the round trip from the client to the server and back to client exceeds the amount of time it takes to fire a shot, we have no way of verifying that the client and server agree until after it has already happened. I've put in a few different measures to try to resynchronize when we detect this problem. However, it's not perfect yet. If you don't use autoattack and manually fire, you'll notice you'll get clusters of 3 damage numbers and a delay for reload regardless of what you client is doing at the time. So spamming the attack button will yield you repeating crossbow performance with some visual confusion. At least you'll be getting your attacks in.
Another thing to note, we do have a seperate ranged "combat style" for repeating crossbows with a seperate BAB progression from normal crossbows. Creating entities in our game world and synchronizing them over the network has a lot of overhead associated with them. As quickly as we allow you to shoot with a repeater if we followed the same progression, it will cause worse synchronization issues and starts to impede server performance.
This is one of the reasons (one of many reasons) we are avoiding having rate of fire paralleling melee combat with the current implementation. Melee combat doesn't create new entities in the game world on the server. (weapon streaks and fx are client side only)
Regards,
Codog
You made many sad & happy rangers.
At least noe they know why their beloved range is so slow.![]()
Thanks again Codog. Update us about the Repeater/feat things... I'll update the wiki atm!
EDIT: Do Rapid reload and Rapid shot stack for crossbows? If not, just remove it!
EDIT2: oh, oh... what about quickdraw and Thrown? Don't blame me for asking me questions but the game for nbot giving enough information!
Anyway, I'd never trust in-game information. It's false too often for me. *cough* Magic missle dealing 1d4+1 my...*cough*
EDIT3: Wiki says that it has no effect on Crossbows and Thrown weapons? Please tell us who is wrong? They didn't post their results on the wiki but on the forums, noobs. The forums got nuked, so... (You must be starting to hate me. Sorry.
Last edited by Borror0; 10-14-2007 at 01:30 PM.
DDOwiki.com, #1 source for DDO information.
Rapid shot and rapid reload do stack.
Rapid shot and quickdraw stack as well.
And no... I'm not even beginning to hate anybody here. I hate bugs in the game, not the fine residents of Stormreach. Although that Lord Goodblade character, I don't trust that guy. He has shifty, small hands, and smells like enigmatic stew.
It is planned that ranged combat speed will increase with BAB all the way through level 20. However, you won't be seeing increases like 2X and 3X the current speed. (just to set some expectations)
Best wishes,
Codog
Thanks a lot, clarification from a dev is needed for a few feats. Glad to know abvout these two.
Maybe send a message to whoever it may concern that it should be in the feat's description.
You guys are tying to make this game more newbie friendly, don't you? (Not directed at Codog)
If any dev is interested in answering/reading loads and loads of question, I've got a HUMONGEOUS list of unverified stuff here and here.
And about twice these in my mind...Let's just say about 80% of the spells in the game? :P
There is lots of information that is not even available to me without intensive testing.
So imagine a newbie!![]()
Again, not directed at Codog. Codog, you are a model of dedication, what you're doing right now, that ammount of communication, is what we are all after. Thanks a lot.
If you're about to ask for a raise, I think a few of us would back you up.
We like to feel we are listened to. :P
Ok, just meant that I'm asking you loads of questions.
Don't mean to take all your time.
Glad to hear that.
Thanks a lot Codog.
DDOwiki.com, #1 source for DDO information.
Its nice to have these answers to feats that confused me after playing the game for 2 years now.
Why can't this important information be implemented with the tooltips?
It's oddly entertaining to know somethings are still misunderstood or not understood in the game world. But overall it seems petty to keep information from the players (if it's intentional).
You guys seem to have your eye on things. Please keep updating the tooltips because a lot of **** still confuses even me.
"The proper office of a friend is to side with you when you are in the wrong. Nearly anybody will side with you when you are in the right."
The Burning Hand ~ Sarlona
(\/)annaz ~ (\/)annox ~ (\/)anny ~ (\/)annfred
I just got my Heavy Repeater character the Black Dragon Leather Armour for the 10% Ranged Alacrity. Does this effect Repeaters at all or did I just waste 25 scales?
***Officer of Ransacked*** Grubby - Rogue 16, Veximitron - Wizard 15, Ulysseus - Cleric 16, Brular - Fighter 15, Invalid Target - Barbarian 16, Xanaver - Sorcerer 16, Kolthos - Paladin 13, Sildal - Ranger 13
I admit to having "skipped to the end" of this post, but here is my question:
MOB archers rate of fire is much faster than ours, especially MOB elven archers, especially evident when the CR rating is below level 14. If I stand at one end of a room and shoot at an archer who is shooting back at me, his rate of fire is somewhere around 1.5 to 1.75 to 1... not quite twice as fast, but it is very obvious. (For a game example, try the archers in VON3 on the ledge before the first shrine, or the archers in Bounty Hunter).
Is your quote saying that the MOB archers can fire faster, because they are server side, and therefore not restrained by the server/client communication? I would think that each arrow they fire still creates the new entity in the game world, just as ours do, but why the much faster fire rate for them at a CR lower than ours? (Bounty hunter archers are between 5-10 as I recall)
Well, having a dozen or more monsters shooting projectiles at a given time at this rate is a little different than having hundreds of players in the game shooting at this rate. I have to admit hearing those numbers from you makes me a bit concerned. And no, it's not that much different having a monster fire it and having a player fire it. It still has physics and scripts running on it, and it still is propagated to players through the network.
Great observation,
Codog
***Officer of Ransacked*** Grubby - Rogue 16, Veximitron - Wizard 15, Ulysseus - Cleric 16, Brular - Fighter 15, Invalid Target - Barbarian 16, Xanaver - Sorcerer 16, Kolthos - Paladin 13, Sildal - Ranger 13