07-09-2009, 02:08 PM
In most cases, updates that address exploits are not detailed, however I wish to detail a specific change that has affected a couple individuals.
- Certain items, weapons primarily, can no longer be instantaneously switched in melee combat. Shields can now never be unequipped in melee combat
- Instead, when an item is unequipped in melee combat, the PC will break out of their current combat round and pause for a short amount of time to simulate sheathing and drawing different weapons. Most likely, this will result in at least one 'free' attack by any creature(s) within melee range
- Once the PC has completed the process described above, they will need to actively re-engage in combat (click on an enemy)
- If you want to avoid giving your enemies a free attack, move out of melee range (approximately 4 meters from your enemies), or unequip/change the items before your enemies close to melee range
- Just to reiterate; this delay will only occur if the item is unequipped in melee combat. Equipping items outside of melee combat does not trigger this system
- I understand this may not be a popular change. It was primarily put in place to fix an exploit I will not mention here, however it also serves to limit what I (The Thayan) view as unrealistic battles in which PCs could switch between many different weapons or items within one round if they have good real-life 'clicking skills'
- If you have any questions, concerns, problems with this change not acting as detailed above, or would like to voice your opposition or frustrations on this system, please PM or e-mail me. It is possible limited changes may occur based on feedback; however this system, in some form, will still remain to address the primary exploit it was implemented to eliminate
- Certain items, weapons primarily, can no longer be instantaneously switched in melee combat. Shields can now never be unequipped in melee combat
- Instead, when an item is unequipped in melee combat, the PC will break out of their current combat round and pause for a short amount of time to simulate sheathing and drawing different weapons. Most likely, this will result in at least one 'free' attack by any creature(s) within melee range
- Once the PC has completed the process described above, they will need to actively re-engage in combat (click on an enemy)
- If you want to avoid giving your enemies a free attack, move out of melee range (approximately 4 meters from your enemies), or unequip/change the items before your enemies close to melee range
- Just to reiterate; this delay will only occur if the item is unequipped in melee combat. Equipping items outside of melee combat does not trigger this system
- I understand this may not be a popular change. It was primarily put in place to fix an exploit I will not mention here, however it also serves to limit what I (The Thayan) view as unrealistic battles in which PCs could switch between many different weapons or items within one round if they have good real-life 'clicking skills'
- If you have any questions, concerns, problems with this change not acting as detailed above, or would like to voice your opposition or frustrations on this system, please PM or e-mail me. It is possible limited changes may occur based on feedback; however this system, in some form, will still remain to address the primary exploit it was implemented to eliminate