Quote:
Originally Posted by Sorus
It wouldnt have to be a running timer, you could just set a variable to hold the time they were last hit, then check against that time at the point they die . That would be less server intensive than seperate timers running for everyone who was hit.
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LMAO. Do you really think a "normal" timer works different? "Intelligent" timers and such normally just display the time because the refresh every second to have something to show. Which creates extra calculation steps and takes timeslices on the CPU. Multiplay that by, let's say, 1000 every minute, due to so many players get hit in MO, and you get a huge amount of unnecessary load on the server...
Quote:
Originally Posted by Sorus
Another way would be to record the X,Y & Z location of the player for the last time they are hit then check distance travelled before the killing blow. If the distance is greater than N then no counts are given to previous people who have hit the victim.
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Another calculation expensive and none working way IMHO. First of all, some fights go on for a fair distance such as mounted combats, where people try to flee and are followed by mounted archers, this could easyly take the full distance from Vadda to let's say Meduli!
Quote:
Originally Posted by Sorus
The other mechanic that UO employed, was that when a players hits healed upto max it cleared the murderer list, this would make more sense if food etc comes in and theres some sort of passive regen of hitpoints.
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Wouldn't work out as well, since some people get healed up to 100 and then maybe get slain by totally different people then the ones who "weakened" him the first place. Like in bigger fights with more then 5 or 10 agressors. Why shouldn't all of them get MCs?
Quote:
Originally Posted by Sorus
The only other solution I can think of would be similar to something Darkfall did, their flag system meant that when you 1st hit someone it was a shorter timer till you went back blue, so accidental hits didnt mean you were grey for 2mins.
You could do this change so that you go grey for 30 secs for 1st hit, but make a subsequent hit make you grey for 5mins, then check on the status of those on the kill list when the victim dies and if theyre grey/red a count is given.
Likewise you could employ a %of hitpoints in dmg to give a count out but Imo thats flawed.
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I don't know Darkfall, but that solution could work, but doesn't change much, again the argument with the agressor group, 5 people attack 1, first 4 hit once for lower damage to not kill the target, then all wait for the time to pass and number 5 delivers the fatal blow...
In this game everyone should be held accountable for his actions, this means, if you accidentely hit someone, it's still your fault! If that person dies, you were part of his death, even if it was just a very small one.
just my 2 cents :-)
PS:
Quote:
Originally Posted by Rathius
How about we just leave it as it is... Don't want to risk a MC from someone, don't f'n hit them.
Don't want a MC from some random idiot jumping in front of you while you're doing something else, watch your damn surroundings.
Stop being lazy and trying to make the developers waste their time on coding for all these hypothetical situations that can easily be avoided by a bit of personal awareness and COMMON SENSE. <--- Yea, get some, seriously.
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^^ this :-)