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Should Pks Be Easier?
I'm Just Thinking,Not Every Graalian Loses half A Life With One Attack.Im Just Thinking,Every Time Your Sword Hits Someone Else,They Lose 0.5 Instead Of Hitting People With Swords 2-10 Times To Get Them To Lose 0.5.
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I wasn't sure what you were saying, I thought you were saying that there shouldn't be a point where you are invincable for like a second after getting hit, so I put yes.
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I can't even comprehend your stupidity.
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No.
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Is sword spamming and arrow spamming and respawn boosting not easy enough for you?! |
Are you ******ed or a noob?
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What the ****
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Why would you even want pks like that. You would get extremely high amounts of kills in small amounts of time, and then having like 100k pks would be insignificant.
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at original question:
It would not be fair to the people who have already earned their PK's the "hard" way per say, then suddenly it is made easier. |
x.x PKs' fine lol, are you talking about hit delay in your opening statement?
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LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLO
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Guys, he's allowed to express his opinion, don't call him a ****** for it. :\
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Never ever gonna happen.
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PKing is fine. It doesn't need to be changed.
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Im pretty sure the four people who said yes have less than 10k kills.
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I like this, 3hp
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I just reread this and started laughing in my study hall looking goofy as hell lol. Can someone translate what everyone is saying yes to lol. I don't understand what was being asked in the original post.
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Might as well add 1k kills for free daily to everyone's profile if that happens.
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Masamune...are you talking about hit delay??? I honestly do not know what this thread is about. Please restate your opening comment.
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I clicked yes for the ****s and giggles
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What I'm try to say,is that sometimes takes like 5 hits to give someone 0.5 damage,so make it that it takes 1 hit to make that person to 0.5
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yes it does... its getting real tedious
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Ooops. This is due to delay, just stop spamming your sword mate. |
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I can't take any post that capitalizes every single word seriously.
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x.x You're talking about delay....you can't fix this. This issue has to due with a player's wireless connection x.x
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No this has nothing to do with lag and delay. I think this kid means 6sword swings = 6hits = kill. As in EVERY kill being as easy as killing a horse.
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there is an invulnerability period after getting hit in 98% of games for a reason |
There are two things at play here:
1) Game mechanics 2) Lag The first is very simple, when your character is dealt damage(you are hit) two things happen: the first is that your character flies away from the damage. While this is happening you can not move or do anything at all. The second is that your character enters a state of invulnerability(flickering) after the recoil. The invulnerability lasts for I think about two seconds and you are able to move; the point of this mechanism is stop your player from being able to be juggled and repeatedly hit in rapid succession. This applies to ALL types of damage. See, without this mechanism, if a baddy were to hit you into a wall it would be able to constantly deal rapid hits without you ever being able to react(you'd die in a second without being able to do anything). Anyone who grew up on the NES or other early consoles(when game developers were still in the process of figuring out what makes good gameplay) probably encountered a few games that didn't have this feature, and dying in such a manner was hair-pulling annoying. I should note that using your sword(or any weapons) cancels out this state of invulnerability. As it's been said, the horse lacks this feature, thus it's very easy to be chain-hit on a horse and take massive damage from just a single sword swing. The second, lag, does play a part. See, hit detection is clientside, and localized. What this means is that instead of YOU swinging your sword and detecting if another player is hit by it, it's actually the reverse. What happens is Graal is constantly "looking" or detecting other players around you. When YOUR client notices another player near you(in a specific set of coordinates) swinging their sword, it detects that YOU were hit. What this means that if the player you are trying to hit has a slow framerate, or is very laggy, it may take their game quite a while to detect that you were actually hitting them. Even though on your end you see your sword hitting them, on their end they are either lagging or have such bad framerate that they see it much later and thus, their client doesn't detect they are being hit. This is how some players are invincible: they are logged in(at least the server thinks so) but their game maybe crashed or something, so even though they exist on the server, their game does not, and therefor they lack any hit detection(and can not be hit). This method of hit detection provides very smooth and responsive hits for you(for example you don't see your player getting hit by another player 10 tiles away because of lag), but doesn't work very well the OTHER way around(your hits don't always seem responsive). Don't bother suggesting ways to fix the hit detection, it is a VERY touchy subject. |
No,I Like Pks Being Harder To Get
Kills aren't even hard to get. lol |
I wish someone would fix horses :(
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Pazx: yes i know its the dumbest idea ever. i never said i agreed. my first post was disagreeing..
Dusty: was the novelette necessary lol? Rufus: Sword spamming a moving horse is actually a good balance seeming as an idle horse takes forever to kill... if this is going to be fixed, BOTH better be fixed. |
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You and all other TLDR'ers are one of the many rings of scum on this toilet bowl we call the Internet. |
exactly.. this is the internet... its supossed to be quick, not spending an eternity reading your posts. And this is a screen. It strains your eyes when you constantly read from a screen. This is Graalians, im not going to print this on paper to read your soap operas about living in the space in the future. There i said it. i only read the first 3sentences of that.
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this should be added inside towers ONLY that way theres no more blocking.
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