Pistoleer Archive

Thread: Knockdown is BUGGED, suggest testing before going live

Jaegen88
Fri Aug 08, 2003 9:38 am
#1

Testing in a duel vs a level 3 pistol marksman.


When I got to pistol whip (pistol melee defense 1...with knockdown), I noticed something that I had forgotten.

Anyone who has XP'd using pistol whip has probably noticed they get hit a little sometimes at the start of the fight..but after a little while, they never, ever get hit again...even if they screw up and wait too long to re-apply pistol whip. When they changed the effect on high level mobs, most people didn't notice a change..why?


---------------


I applied ONE knockdown to my opponent. Opponent immediately stood up and tried to self heal. It took about 15 seconds total before he could heal (includes prone time..rough testing).


I applied SIX knockdowns to my opponent. Opponent immediately stood up and tried to self heal.


It took 94 seconds before he could self heal (OR ATTACK).


I applied 10 knockdowns to my opponent. It took 151 seconds before my opponent could self heal, initiate attack, etc....I'd say Knockdown is bugged.


------------------------------------


SUGGESTION:


I suspect knockdown adds some sort of "Delay to Next Action". Possibly around 10 seconds in duration PER KNOCKDOWN.


Each subsequent knockdown seems to be ADDING to the Delay Next Action Counter, rather than RESETING it to the guess of 10 seconds, for instance.


It seems intuitive that after the last time your are knocked down, you should have a straight delay to action, not some additive delay.


This is going to hurt the current PvE XP for anyone using KD, which is harsh. With the new changes to KD on the test center, too many changes too fast reducing KD effectivness should be examined with this taken into account.


--------------------------------------


If anyone else has tested this, please post. Thanks.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Jaegen88
Fri Aug 08, 2003 9:43 am
#2

Wish I could "edit" post.


It seems to be more like 15 seconds, either way I didn't accurately test the time, but the results are very obvious.




Jagen88
Jaegen Kel'daron - Master Gunfighter
Mister_Heavy
Fri Aug 08, 2003 9:57 am
#3

I think this is the main reason they're changing it so it can't be spamed. KD seems to stack.



Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Grimror
Fri Aug 08, 2003 9:58 am
#4

Not only that, but sometimes the mob doesnt even fall over to effectively let you know that a KD was successful. I normally don't stack my KDs like you describe. Normally I KD, wait for the KD period to end, then re-apply the KD. Sometimes I don't see the mob animation fall down and it seems like the KD has stuck. Would be nice if we could get a message saying whether a KD was successfull or not, so I don't waste time and HAM (no that its alot more costly) re-applying a KD and not knowing it stuck because the mob did not "fall over".

dustdoc
Fri Aug 08, 2003 1:11 pm
#5

Dear lord this is a heinous bug. I hope they fix this immediately. No wonder KD spam was so powerful.


I can't believe stuff like this made it into release.

YetiIronfist
Fri Aug 08, 2003 3:45 pm
#6

So there are two MAJOR bugs related to KD:

A) It keeps adding to, instead of resetting, the "you can do stuff again" timer.

2) Defense vs Knockdown doesn't work.

I really hope they keep that in mind when considering where to proceed after playing with the KD nerf on test for a bit.
BenedictAmber
Fri Aug 08, 2003 4:05 pm
#7

FYI, this bug wasnt in beta.
Kallek_Truestryker
Sat Aug 09, 2003 12:56 am
#8

Good observation, I had noticed something "odd" about knockdown like this, mostly when im PVP'ing. I couldn't quite put my finger on it, but it seemed knockdown would delay my next action even though I was standing, and running arround. I didn't do any tests on mobs because I have already finished killing mobs for XP. I have finished my advancement as a pistoleer, so why hunt mobs anymore?


Personally, I think they should leave knockdown the way it is, and make it so there is no delay in your next action after you stand.



Kallek Truestryker

Kyckyer
Sat Aug 09, 2003 5:21 am
#9

FYI - this bug ALSO applies to smuggler panic shot RIGHT NOW on the live servers.


try it, you'll see!




---------
- rhino
YetiIronfist
Sat Aug 09, 2003 9:28 am
#10

It may very well apply to many many other kinds of attacks too. Anything that causes bleed, blind, intimidation, fear (warning shot), stun, etc... may also stack the delays instead of resetting a timer.

It is also possible (although I doubt it) that this is intentional. It kinda sorta makes sense for some things that if you're bleeding, and you get hit again, you'd bleed for twice as long. So maybe you're supposed to get knocked down "harder" and then it will take longer and longer for you to get up. But having said that, I bet it's a bug
Eyerleet
Sat Aug 09, 2003 3:03 pm
#11

It's most definetly a bug. I can spam disarm 2 with a 1.3 spd blaster about 25 times--they won't attack while standing around me when I stop.



Eyerleet, Bloodfin
Master Pistoleet, Expert Pistoleet Bounty Hunter
EriskBosann
Sat Aug 09, 2003 4:50 pm
#12

I noticed that too, whenever I used PIstol Whip I was never hit again. It's a bug and MD1 will soon be nerf'd too harshly I think.



" I see your Schwartz is as big as mine... "

Erisk Bosann
Elder Jedi-
A Leader/Founder of LXB (League of eXtraordinary Beings)
Redissk Bosann - The Purple red eyed Trandoshen Armorsmith
Kaleisk Bosann - The n00b spy
Kinsei
Sun Aug 10, 2003 9:26 pm
#13

It's the same with all knockdowns, they all add the same delay. All the brawlers who get knockdown (which is all of them except Swordsman, lol) has this effect. Each knockdown adds a delay before the one who got hit can do anything again, even if they stand up right away.



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