View Full Version : Explosion Potions
Jack Straw
October 20th, 2010, 10:16 PM
Please tell me explosion potions won't be heat seeking missiles..
Brogina
October 20th, 2010, 10:21 PM
Its sallos that auto-throws and auto-hits with the splosion pots. If sallos is in , then expect heat seeking purple potions of doom.
Jack Straw
October 20th, 2010, 10:27 PM
I can throw an explo to chase you without running any program but UO.. You don't need Sallos to throw pots.
Sallos is no more editable than razor, but sadly the bar grabbing isn't really fair. I could live with Sallos.
Brogina
October 20th, 2010, 10:30 PM
I found that sallos's auto target system to be far more effective than what razor offers. It was nice not having to time my throws. But thats just me. Im with u on the bar grabbing/keeping though. I dont like sallos , but i always make alchy chars so......
Jack Straw
October 20th, 2010, 10:38 PM
Doubt your alchy will work with the ruleset here :)
Anyway, this isn't about Sallos I mostly just want Az to answer..
Shodan
October 20th, 2010, 10:41 PM
The thing, from a programming perspective is this, as far as I am concerned:
Will pots land on the player they are cast at, or the tile that the player was on when the pot was cast at him?
That makes all the difference.
Jack Straw
October 20th, 2010, 10:45 PM
I believe that is the fix as well--land on the tile. I don't know how else you'd be able to change it..
Seneschal
October 20th, 2010, 11:34 PM
I believe the throwing of explosions has always been the same fundamentally, but razor and sallos have timing enhancements added to them.
When you double click a pot, the timer starts.
When you click on the target, it throws the pot to the target's current location.
Either you time this yourself, so right when you throw it and it lands at the target's location it explodes, or you have a tool like Razor to do the timing and launch the pot right when it will explode on the player.
Obviously having a tool do the exact calculations would be beneficial to the pot-thrower to remove errors in judgement, but as far as coding, when you click on the player is it thrown at that current location.
Jack Straw
October 20th, 2010, 11:47 PM
Obviously I can't argue with you about the mechanics, but from observation and from experience--
Throwing a pot to follow a player has never been difficult enough to require exact calculations from a third party. The problem was always that if you threw the pot at the right time it would literally chase them. From watching that happen and getting to to happen, I can't conclude the potion is going to the "current location" as it would stop chasing the player, wouldn't it?
I don't have a problem with well timed well thrown explosion potions, I have a problem with being chased by a purple potion that will follow you
Seneschal
October 20th, 2010, 11:50 PM
Obviously I can't argue with you about the mechanics, but from observation and from experience--
Throwing a pot to follow a player has never been difficult enough to require exact calculations from a third party. The problem was always that if you threw the pot at the right time it would literally chase them. From watching that happen and getting to to happen, I can't conclude the potion is going to the current location as it would stop chasing the player, wouldn't it?
IPY had that? Or various other shard's seem that way? I can't find anything in code that would suggest this would happen. I'll double check though. I would be against heat-seeking potions.
Jack Straw
October 20th, 2010, 11:52 PM
I don't remember if IPY had it to be honest. I just know it has been a problem on many recent shards. I don't see why they would add that effect to the other shards though, it seemed like it was a byproduct of some issue in the original code. Once again, I really can't give any evidence from the code side though, so maybe someone more learned than me will step in at this point.
I only see the effects, not the causes.
I wouldn't start a wild goose chase through the code without someone backing me up in that area though..
Seneschal
October 20th, 2010, 11:55 PM
I don't remember if IPY had it to be honest. I just know it has been a problem on many recent shards. I don't see why they would add that effect to the other shards though, it seemed like it was a byproduct of some issue in the original code. Once again, I really can't give any evidence from the code side though, so maybe someone more learned than me will step in at this point.
I only see the effects, not the causes.
I wouldn't start a wild goose chase through the code without someone backing me up in that area though..
Fair enough. I'll keep an eye on it.
Its sallos that auto-throws and auto-hits with the splosion pots. If sallos is in , then expect heat seeking purple potions of doom.
Nothing client-side should be able to detonate a potion after the timer has started, it is determined by the server. If sallos is able to auto-detonate on impact, then it would be a bug that would most likely be fixed.
Brogina
October 21st, 2010, 12:02 AM
To be honest senes im no programmer. So im not sure which option it is. Either sallos has a build in formula which calculates the distance between the target and yourself when the potion is activated assuming that distance will be held and throws itself at the right time relative to the equation. Or if its like you say , detonate on impact. All i know is on many servers (hybrid in particular) it works , and it works very well. So much so that without alchy , you pretty much dont stand a chance in pvp.
Jack Straw
October 21st, 2010, 12:09 AM
It detonates on impact not because the timing is perfect and that is the problem that I have. If someone was able to perfectly time a potion so that it explodes in the air while on the way to the tile that it was thrown at, damn that person is impressive--probably a savant of some sort as well.
What you're seeing isn't a quick calculation happening, it is basically a bug. What is happening is that the potion somehow continues to follow even after the timer has run out because of the time that it was thrown, in this way the potion will keep following the player until it hits them. It isn't very hard to do. It just doesn't seem right.
Seneschal
October 21st, 2010, 12:13 AM
It detonates on impact not because the timing is perfect and that is the problem that I have. If someone was able to perfectly time a potion so that it explodes in the air while on the way to the tile that it was thrown at, damn that person is impressive--probably a savant of some sort as well.
What you're seeing isn't a quick calculation happening, it is basically a bug. What is happening is that the potion somehow continues to follow even after the timer has run out because of the time that it was thrown, in this way the potion will keep following the player until it hits them. It isn't very hard to do. It just doesn't seem right.
If this happens on IPY it will be fixed ASAP during beta. If anyone happens to do this on IPY just let me know the details.
Thanks!
Shodan
October 21st, 2010, 01:17 AM
Obviously I can't argue with you about the mechanics, but from observation and from experience--
Throwing a pot to follow a player has never been difficult enough to require exact calculations from a third party. The problem was always that if you threw the pot at the right time it would literally chase them. From watching that happen and getting to to happen, I can't conclude the potion is going to the "current location" as it would stop chasing the player, wouldn't it?
I don't have a problem with well timed well thrown explosion potions, I have a problem with being chased by a purple potion that will follow you
This is what I was talking about.
This is a HUGE issue on Hybrid. And I mean HUGE. Any template which doesn't include alchemy (for the extra explo pot damage) is virtually useless in PvP against anyone but complete and utter scrubs (except perhaps a bola tamer).
PvP would always take place over a range of 70-80 HP, by which I mean that anyone who drops below 30 HP would be finished off with a fail-safe homing explo pot missile. It was the finishing move in almost any and all PvP. At that point, except perhaps by divine intervention or ridiculous skill, you would already be dead.
Hybrid PvPers would like to pretend that this is skill, but no, not really. Not at all. It bores me to tears. I would much rather have a spell or swing cast the final curtain on a PvP engagement, as those would be preventable if you knew what you were doing. But homing explo pots just kill it.
Please, for the love of all that is holy, make explo pots land on the tile targetted rather than on the victim it was thrown at.
Jay
October 21st, 2010, 02:13 AM
I've never rolled alchy on Hybrid and I havn't had a problem downing people in even fights most the time.
Still I guess it's pretty op in general.
Jack Straw
October 24th, 2010, 06:56 AM
Yea I don't mean to cry "op" but it just doesn't seem right.. It's like having archery so you can run, shoot, never miss, and always have a vanq bow..
ryan2385
February 8th, 2011, 09:49 PM
+1 to all of this. Please let it not be like Hybrid, that shard is ridiculous.
Boogie
February 8th, 2011, 09:59 PM
I've played on a lot of shards, and never had a problem with heat seeking pots. The issue has always been simply timing it properly. It's been awhile but I believe somewhere in the neighborhood of 2.3 seconds via razor macro yielded highly satisfactory results. I never saw it run rampant though, and it was in fact quite useful against people who ran a lot, and a must have for any dexxer.
Raserei
February 8th, 2011, 10:01 PM
I guarantee anyone in here crying pots are OP on hybrid sucked ass on Hybrid. I'm not saying I want them in PvP here, but don't make excuses for getting **** stomped. Thanks, that is all.
Link
February 8th, 2011, 10:12 PM
I guarantee anyone in here crying pots are OP on hybrid sucked ass on Hybrid. I'm not saying I want them in PvP here, but don't make excuses for getting **** stomped. Thanks, that is all.True. Many people come accustomed to whining since pots were new on hybrid, I hope they don't have them here though.
Biohazard
February 9th, 2011, 12:45 AM
i never even played hybrid but pots definitely heat seek and its pretty weak.. its like throwing a mini e-bolt.. but its a pot.. so it doesnt take mana or cast time and can be used simultaneously to spell casting practically. a random timer(so at least you couldnt macro it) or the ability to only target the ground would be more skillful and not so "automatic"
hectorc2w
February 9th, 2011, 06:48 PM
just make it so you cant target players with explo potions, you got to target the ground around them and time your potion. fixes the razor macros etc. i think it would be better than everyone throwing explosion potions with a macro like other servers
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