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-   -   Spells: Zoning PvP spells (dots) (/forums/showthread.php?t=161322)

Mac Drettj 08-12-2014 06:02 PM

Zoning PvP spells (dots)
 
Quote:

Originally Posted by Haynar (Post 1571444)
I missed getting changes made before they patched beta. But first round is coded. Also added to exempt environmental damage (falls, drowning) from causing exp loss.

Next time Rogean patches beta, they should be there so you can test in arena's or duels.

Overall my tests looked encouraging.

H

Regarding these environmental cases:

If a PC zones a PC casted dot, it will ramp up to PvE damage. If the PC dies to this dot, he takes 0% experience loss (pvp), gets a 6 minute rez timer (pvp), and no yellow text (pve).

Damage changes to PvE
Death registered as PvP
No penalty for PvE or PvP

Is there a way to add the memory post-zone of where the detrimental effect came from? Can dot classes be creditted for their kills? It seems half the logic is there already since the game knows the player loaded with a detrimental "ghost spell".

Haynar 09-02-2014 09:45 AM

I just track that dot was player cast. I can fix it going to PvE dmg. Credit for kill would require me to track actual char thru world server. I dont know how to do this. I can look into it though. Would be cool to see credit for kill even after they zoned.

H

Daldaen 09-02-2014 09:57 AM

This should be a non-issue many times, because zoning *should* make you lose all buffs and debuffs if you zone a low HP: http://www.project1999.com/forums/sh...d.php?t=150044

Like it was in classic.

Haynar 09-02-2014 10:17 AM

Quote:

Originally Posted by Daldaen (Post 1600770)
This should be a non-issue many times, because zoning *should* make you lose all buffs and debuffs if you zone a low HP: http://www.project1999.com/forums/sh...d.php?t=150044

Like it was in classic.

There are no plans to implement that. I know how to. I asked. The answer was no, don't do it.

I can ask again later. But for now, its not going to change.

H

Mac Drettj 09-02-2014 10:24 AM

Quote:

Originally Posted by Haynar (Post 1600760)
I just track that dot was player cast. I can fix it going to PvE dmg. Credit for kill would require me to track actual char thru world server. I dont know how to do this. I can look into it though. Would be cool to see credit for kill even after they zoned.

H

that would be great

Daldaen 09-02-2014 10:38 AM

Quote:

Originally Posted by Haynar (Post 1600796)
There are no plans to implement that. I know how to. I asked. The answer was no, don't do it.

I can ask again later. But for now, its not going to change.

H

Aye I know. I'm just saying that for PvP that used to be a viable strategy in classic, and to a lesser extent in PvE. But it just makes me sad to see issues arise from areas where you aren't allowed to implement a classic fix :/.

Haynar 09-02-2014 10:49 AM

Quote:

Originally Posted by Daldaen (Post 1600834)
Aye I know. I'm just saying that for PvP that used to be a viable strategy in classic, and to a lesser extent in PvE. But it just makes me sad to see issues arise from areas where you aren't allowed to implement a classic fix :/.

I will go ahead and implement for PvP where it is more significant. PvE it was more of an annoyance than anything.

Will do that and the suicide by removing HP items too.

H

Haynar 09-03-2014 11:41 PM

Suicide by removing an item with more hp than u have left = coded
Removing all buffs and effects zoning on low hp = coded
PvP dots maintaing reduced PvP damage after zoning = coded

Whew.

Daldaen 09-04-2014 07:23 AM

Nice. The buff removal should only function if you zone with less HP than your items provide in raw HP. IE if you only have two 55 HP rings, the buffs/debuffs only get removed if you have less than 110 HP. I'm assuming you did it this way but to make sure it is working classic I thought I'd mention it.

Classic fixes abound though!

Haynar 09-04-2014 09:09 AM

Yep. Using your HP check against HP from worn items for buff wiping.

H


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