What is currently possible?
What is currently possible?
As lots of balance changes are under way (morale 1 on WL/Mara, Archmage/Shaman mechanics) I would like to ask, what is currently possible? For what kind of changes would you nee client control? Would it be possible to add a property like a slow on an abillity which hadnt one for example?
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
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Re: What is currently possible?
I'll list what is NOT possible.
- Adding new skills, tactics, morales.
- Updating any of the client tooltips or information. This precludes us from changing anything over which the client has absolute authority. Examples: AP cost, range, cast time, target type, requirements (blue text such as "Requires Shield") etc. I play fast and loose with AP cost on the AM/Shaman mechanic only because it's consistent across all spells affected by the mechanic at that time.
The exception to the above is the case where the server has control over that information or we can send a buff that modifies that information. This is how Engi/Magus range is implemented - the server sends an unrelated buff, True Magic, to extend the range. The client can read the components of that buff and extend the range of all spells on its side. It's also how the AM/Shaman mechanic works - there's a buff received by the client which corresponds to the cast time of spells under the mechanic's effect at the given number of points, and the new mechanic sends 60 for all. All of these components exist clientside - so if we can't find an existing buff using a component that does what we want, then we can't do it.
We can do anything else - tweak values, reorder mastery trees, add new serverside functionality, etc. with the caveat that we will not be able to update the client's tooltips.
- Adding new skills, tactics, morales.
- Updating any of the client tooltips or information. This precludes us from changing anything over which the client has absolute authority. Examples: AP cost, range, cast time, target type, requirements (blue text such as "Requires Shield") etc. I play fast and loose with AP cost on the AM/Shaman mechanic only because it's consistent across all spells affected by the mechanic at that time.
The exception to the above is the case where the server has control over that information or we can send a buff that modifies that information. This is how Engi/Magus range is implemented - the server sends an unrelated buff, True Magic, to extend the range. The client can read the components of that buff and extend the range of all spells on its side. It's also how the AM/Shaman mechanic works - there's a buff received by the client which corresponds to the cast time of spells under the mechanic's effect at the given number of points, and the new mechanic sends 60 for all. All of these components exist clientside - so if we can't find an existing buff using a component that does what we want, then we can't do it.
We can do anything else - tweak values, reorder mastery trees, add new serverside functionality, etc. with the caveat that we will not be able to update the client's tooltips.
Re: What is currently possible?
To get that straight, concerning the WH/WE slow discussion, you could give Fervor or another skill like torment a slow, but it wouldnt show up on the tool tips... die I get that right. You also CAN give an abillity higher damage and stuff. AP dont work as I got it. How is it with cooldown? could you change that?
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
Re: What is currently possible?
The server can override a cooldown on the client, as is done in the case of Engi/Magus 150ft skills and AM/Shaman cleanse if a mechanic point is consumed. The client will not reflect the cooldown change in the white text on the tooltip, but the override is recognised on the UI.
I'll add to my previous post that when making a change, we consider the transparency of the change to clients. We do not want to quickly run into a situation where half the skills on a player's hotbar act in a significantly different manner than they did on Age of Reckoning without having a means to communicate this to the players.
A handler for a slow is trivial. Speed is controlled by another packet.
I'll add to my previous post that when making a change, we consider the transparency of the change to clients. We do not want to quickly run into a situation where half the skills on a player's hotbar act in a significantly different manner than they did on Age of Reckoning without having a means to communicate this to the players.
A handler for a slow is trivial. Speed is controlled by another packet.
Re: What is currently possible?
Ok, thanks for your swift answer, it was a great help.
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
Re: What is currently possible?
rough unreliable totally not promising anything ETA on the client updater?
- SurgetheDrink
- Posts: 40
Re: What is currently possible?
If you guys were to develop some UI changes like an Addon to compensate for the changes on server to the Addon to show cooldowns and what not?Azarael wrote:The server can override a cooldown on the client, as is done in the case of Engi/Magus 150ft skills and AM/Shaman cleanse if a mechanic point is consumed. The client will not reflect the cooldown change in the white text on the tooltip, but the override is recognised on the UI.
I'll add to my previous post that when making a change, we consider the transparency of the change to clients. We do not want to quickly run into a situation where half the skills on a player's hotbar act in a significantly different manner than they did on Age of Reckoning without having a means to communicate this to the players.
A handler for a slow is trivial. Speed is controlled by another packet.
Just curious due to the restrictions from Client
Re: What is currently possible?
So you can up the wp heal debuff?Azarael wrote:I'll list what is NOT possible.
- Adding new skills, tactics, morales.
- Updating any of the client tooltips or information. This precludes us from changing anything over which the client has absolute authority. Examples: AP cost, range, cast time, target type, requirements (blue text such as "Requires Shield") etc. I play fast and loose with AP cost on the AM/Shaman mechanic only because it's consistent across all spells affected by the mechanic at that time.
The exception to the above is the case where the server has control over that information or we can send a buff that modifies that information. This is how Engi/Magus range is implemented - the server sends an unrelated buff, True Magic, to extend the range. The client can read the components of that buff and extend the range of all spells on its side. It's also how the AM/Shaman mechanic works - there's a buff received by the client which corresponds to the cast time of spells under the mechanic's effect at the given number of points, and the new mechanic sends 60 for all. All of these components exist clientside - so if we can't find an existing buff using a component that does what we want, then we can't do it.
We can do anything else - tweak values, reorder mastery trees, add new serverside functionality, etc. with the caveat that we will not be able to update the client's tooltips.
25% for a spend point, think is too low comparate to the dok who spam it by the crit tactic.
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