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Old 31st August 2010, 05:11   #41 (permalink)
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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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Old 31st August 2010, 09:03   #42 (permalink)
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Originally Posted by Sorus View Post
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.
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...

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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.
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!

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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.
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?

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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.
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 :-)

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Originally Posted by Rathius View Post
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.
^^ this :-)
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Old 31st August 2010, 12:24   #43 (permalink)
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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.
Yes, you are right of course, and the variable in question already exists. (It needs to, as the entries that are more than 120 secs ago should be removed, which they couldn't be unless they had a time stamp.) Sorry, I was in a hurry when writing it and I confused it with a similar issue - and it was a couple of years since I last went through this thoroughly. I actually remembered it when in bed and I tried to edit the post from my cel in the middle of the night; however I didn't really get it to work so I took a chance that nobody would notice until today, when I had the opportunity to edit and re-explain it. Too bad you were so quick

So yes, there is a possibility that the time-check I described could work.
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Old 31st August 2010, 13:06   #44 (permalink)
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Originally Posted by Mats Persson View Post
Yes, you are right of course, and the variable in question already exists. (It needs to, as the entries that are more than 120 secs ago should be removed, which they couldn't be unless they had a time stamp.) Sorry, I was in a hurry when writing it and I confused it with a similar issue - and it was a couple of years since I last went through this thoroughly. I actually remembered it when in bed and I tried to edit the post from my cel in the middle of the night; however I didn't really get it to work so I took a chance that nobody would notice until today, when I had the opportunity to edit and re-explain it. Too bad you were so quick

So yes, there is a possibility that the time-check I described could work.
Sleep? I am disappoint.
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Old 31st August 2010, 13:30   #45 (permalink)
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I have to say I am on the side of 'you are responsible for your actions'. Even if it is an accident you still did it. When the idea of an assault list comes into play then you can plead your case if you like.

Seems to me another case of certain players wanting to have their cake and eat it.
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Old 1st September 2010, 00:22   #46 (permalink)
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Sleep? I am disappoint.
Where did I say sleep or sleeping?
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GK isn't some nice calm peaceful place to just sit around and extract stuff all day. We don't load characters up with carcass and rocks to the brim to where you have to push them around to the tables to work.
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- Airfell


Is it the sparkling, canned dialog supplied by the NPC when you click on the little talk icon that makes it so interesting?

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Old 1st September 2010, 01:40   #47 (permalink)
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Where did I say sleep or sleeping?
Touché.
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