The RSS and SSS are now a Deathtrap.

54 Antworten [Letzter Beitrag]
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Tsubasa-No-Me

Why? Because stun is still not fixed. Yeah, it puts stun on things. Which is a powerful, but glitched status.

The problem is, it does not KEEP them stunned, thus working around the glitch.

I can just Waltz around in the Thick of it with My ISB, but RSS? Uuuuh, no. Because I get glitch attacked over and over. It's now a danger to me, the bomber, and everyone else in my party.

Just fix stun, will you?

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Rathayibacter
^

Please, it's been long enough. I mean, I dont know much about the game's engine or programming in general, but I highly doubt that this is a hard thing to fix.

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Trying

That just shows how little you know about programming.

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Yukarie
Depends on their code if it'd

Depends on their code if it'd be an easy or a hard thing to fix.

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Serell
......

Instead of spending time completely redo-ing a bomb that they wanted to put stun on, they could have used that time to fix stun and then work on the new bomb later so it wouldn't be a death trap .-.

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Shoebox
All you have to do is look at shock to know it will work.

That just shows how little you know about programming.

All they would need to do is make it so that when an enemy is successfully stunned it puts them into a 'stunned' animation state, cancelling all other animations for a short while.
Just like every other god damn game on the planet.

I think it's pretty obvious if you've ever played a fighting game that cancelling frames is called the COMBO system, which is effectively what the stun status is inadvertently doing. Cancelling the active frames of an attack so that they can immediately restart their attack.

Simple fix.

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Horizonknight
I'm just going to put this here...

♫ 99 little bugs in the code,
99 bugs in the code
We fix a bug, compile it again
101 little bugs in the code ♫

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Autofire
@Horizonknight

Darn it, I should add you to the friend list. Yes, almost all programming is like that unless you have a good setup. You see, a game is really complicated when it gets down to the core code, so chances are changing A will change R, G, and B. (LOL I dare you get what I just made a pun of) You can't say it would be an easy fix unless YOU have fixed it yourself/have had hard, long look at your code.

I do agree, all the same. It needs a fix, VERY soon. Along with that, I really really wish I could have my crystal bomb be a splinter bomb. Why? My crystal bomb has a beast VH on it, which not only is now a crap UV, it is now a CRAPPY SNARBY SL BOMB!! *sobs* I even contacted support, asking them to swap the bomb, but they said no. (Reason: it would take too long.) :\ Heck I've had that bomb sense I became 3*. MY PLANS! RUINED!

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Rommil
make stun

a yellow version of freeze called stun.

stop-gap till they fix it.

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Shoebox
That wouldn't fix it, since

That wouldn't fix it, since being frozen doesn't cancel performing actions. All it would do is stick enemies firmly in place making it even harder to get out of a group of stunned monsters alive.

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Cryoworld
Shoebox, it just simply isn't

Shoebox, it just simply isn't that easy. If it was, they would have done it already. It's been noted many times that stun is broken. Please stop acting as if you have the solution to this problem. Since we don't have access to the source code, none of the us can give solutions as to how to fix stun.

If anything, they should at least remove the stun on the rss till they can get it working properly. Its not much of a solution, but is better than dealing with a weapon that hurts you more than it hurts the monsters.

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Serell
...

Yes. Why spend time coding a new bomb that will deal stun, when they could have spent that time first fixing stun so the bomb isn't a death trap? .-.
Or at least give us the option to turn it off....

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Shoebox
Uh, I do have the answer. I

Uh, I do have the answer. I said it in my first post.
Make stun add it's own blank animation from idle animation that lasts for a short time before the slow. It will act like a hitstun that only activates when an enemy is successfully inflicted with the stun status.

Hitstun (that which interrupts enemy animations) works fine on swords. But it builds up in an invisible bar. They could even just have it that stun inflicts that hitstun state by default.

It's not a difficult fix.

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Dukeplatypus
Am I the only one who's never

Am I the only one who's never had any real problems with stun? My first 5* was Callahan, I've used Stagger Storm instead of Shiver many times, including UGWW, and stun vials are one of my favorite items (albeit mostly for their incredible knockback, especially while being mobbed), and I've never had many issues with it. Even on Vanaduke, I just could not recreate the stun bugs with Callahan.

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Cryoworld
-

@shoebox

You have a suggestion, not an answer. Again, it's easy to say, hard to execute. I'd say that the hitstun likely has something to do with damage, making that associate with stun might break it in unusual ways. Or, it could make things like stagger storm be broken as heck, by keeping enemies in a permanent hitstun state. Stun itself is likely a universal state applied in three forms, changing their functions gonna have unintended consequences.

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Shoebox
Suggesting solutions is the closest I can get to implementation.

Or, it could make things like stagger storm be broken as heck, by keeping enemies in a permanent hitstun state.

But this already happens, it's half the reason stun is broken.
Like I've said before, stun doesn't end the current animation state.

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Cryoworld
I meant permanent hitstun

I meant permanent hitstun state as completely immobile, forever interrupted as the status is repeatedly re-applied. Hitstun DAMAGE interrupts everything (including movement), stun (is supposed to) slow the attacks down, akin to plate armor's asi decrease. Two VERY different things.

-Hitstun: STOPS all attack and movement

-stun: SLOWS all attack and movement

As it is now, stun will skip attack animations, executing the attack immediately without warning. Having hitstun apply would interrupt the attack and mobility. Having stun act as such would make the status OP, as no monster or boss would pose a threat to anyone that possess a stagger storm, or any reliable stun weapon.

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Shoebox
repeatedly re-applied If the

repeatedly re-applied

If the status is applied with damage, no matter how small the amount of damage is, fill the enemy's stun meter and apply stun status.
If they're already stunned and the status is just refreshed, only extend the duration of stun.
Make enemies with higher stun meters proportionally easier to knockback.
So an enemy with no stun meter will only get knocked back a little, but an enemy with a full stun meter while under the stunned status, well get knocked back as if they got shield bumped.
This will reduce the chances of an enemy being repeatedly stunlocked.

All standard stuff already pre-existing in several video games.

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Cryoworld
All standard stuff already

All standard stuff already pre-existing in several video games.

But one that you have no idea if it exists in SK. There is no way to tell if such a system exist in SK. Nor is it possible to say how easy such a thing would be to implement into it. (Also it sounds completely different than the existing way. Have you ever tried to change something in a code without having it affect another? I've done a few projects for uni, and its not as easy as it sounds.)

I'm not saying that your suggestions are bad, its just that you're portraying them in such a way that you expect it to be relatively easy to change/implement, when you honestly have no idea whether it actually is. I get that you're trying to prove a point that yes, it is easy in other games, but you've got to realize that actually carries very little meaning. If other games posses it, then they had that in mind when they designed it. And unless a developer is willing to post in here, saying that such a thing is easy/difficult, its a rather moot point to make.

Despite that, I still think it would simply be best to just remove stun from the RSS. It's shown to be a detriment not only to players but to the bombs function as well.

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Shoebox
But one that you have no idea

But one that you have no idea if it exists in SK.

Do you even play this game at all? It's pretty obvious it does exist.
The final hit of most sword combos, if you've landed the rest of it, will interrupt an enemy's action.
It's easier to do with high ASI on 2-hit weapons, which is why so many people stack ASI with them.

Just get an Ent and whack it a few times with a Heavy Hatchet as it brings its arm back. Instant-proof.
You can repeatedly send Gremlins flying by getting them into that state up against a wall, then switching to a fast attacking weapon. It will just keep ticking over the stun threshold and send them flying constantly.

Have you ever tried to change something in a code without having it affect another?

A job being hard isn't an excuse not to do it.
That's the dumbest crap I've ever heard in my life.
If they get paid to do something, they should do it. If it's too hard for them, they should quit.
Plain and simple.

then they had that in mind when they designed it.

Ordinarily I would agree with you.
But considering this game's track record, I severely doubt they had anything in mind when they designed, well, anything in this entire game.
I'm pretty sure they've just been making it up as they go along.

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Hmmnm
Easy way to fix stun

Just have stunned enemies not be able to attack at all. Done.

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Cryoworld
I'm pretty sure there is no

I'm pretty sure there is no such thing as a "stun meter". There is a stun timer, stun resistance, and stun immunity.

And shoebox, yes I know what hitstun is. Try using a blitz charge on a zombie thats about to jump, it will interrupt its attack. It will also interrupt its forward movement as well. (It's also just as easy to with damage, as you will frequently cross that threshold with the increased damage each attack does.)

I'm starting to think you're just trying to pick my statements apart just to defend yourself.

A job being hard isn't an excuse not to do it.

That still doesn't make it any easier to actually do. As I've said before, we don't have access to the source code of the game, so we can't actually say if something is, or isn't possible with the current system they have. That doesn't mean that its too hard. However, just tossing out ideas and acting like they are possible to do is silly. I've said it before I'll say it again, Easy to say, Hard to do. (Again, if it was easy to fix, THEY WOULD HAVE DONE IT ALREADY. The lack of a fix for this says to me that its not exactly an easy thing to fix. Also, its likely easier for them to code in new things with the new art assets, then it is to go about changing a pre-existing dynamic that affects a good deal of stuff. I mean, if they do implent the hitstun, you realize that enemy stun would also be incredibly harmful, as much as sleep was. [sleep made you stand completely still, unable to do a single thing. Now imagine if stun did that to you, with a 6 second timer. Guaranteed incredibly cheap death.])

I'm pretty sure they've just been making it up as they go along.

Eh, it's an MMO. Name one that hasn't changed several times over the years. I mean, WOW has changed things many, many, many times.

Unlike a SinglePlayer game, MMOs are significantly less static in the ways they can be changed.

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Heimdallr

Just have stunned enemies not be able to attack at all. Done.

I would so love to be able to render whole groups of enemies and even some bosses completely helpless with Stagger Storm...

-_(\

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Shoebox
I'm pretty sure there is no

I'm pretty sure there is no such thing as a "stun meter".

When calculating the various degrees of hitstun, an invisible number is ordinarily used.
For example, in 3rd strike the red bar underneath their health bar is the stun meter.

While several games choose to do away with a physical representation of the stun meter, it exists in almost every ARPG or fighting game out there.

Hitstun itself is usually referred to as such because it stuns the enemy for a short time so as to allow for follow up attacks whenever they get hit. However in many ARPGs stunning enemies with every attack would allow for quite an easy kill, unlike fighting games. So instead they opt for a stun meter that builds up to an interrupted attack or a large pushback, to allow the enemy to recover. Spiral Knights features both of these elements.
Normally in these systems, rather than damage being the deciding factor in the stun or knockback, weapon attack speed is, since it allows players to land full combos with their weapons.

we don't have access to the source code of the game

Here's your source code, champ: https://github.com/threerings/clyde
Go put that Computer Science III to good use.

if it was easy to fix, THEY WOULD HAVE DONE IT ALREADY.

Even if it's easy to do, there's a chance they still wouldn't do it because it really doesn't benefit them to spend the resources to do it.
BECAUSE THAT'S HOW GAME DEVELOPMENT WORKS

I mean, if they do implent the hitstun

Enemies automatically interrupt all of your attacks when they hit you.
It's already there.
It might be effected a little by your defence but in my experience even wearing plate armor I would get interrupted by Ash Wolver Buttchomps.

sleep made you stand completely still, unable to do a single thing. Now imagine if stun did that to you, with a 6 second timer. Guaranteed incredibly cheap death

I know, I was around when they first implemented it. Did you know if you stay asleep without getting attacked you regenerate HP?

Name one that hasn't changed several times over the years.

I don't know about you but this game hasn't been around long enough to need a reboot.
Nor several of them.
As the old adage goes, "If it ain't broke, don't fix it".

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Softhead
OOO,

You Dun Goofed.

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Diamondshreddie
A bit of clearing up.

Okay!!

Shoebox knows what he is talking about.

Basically, when an enemy is hit with something that 'Applies Stun' a VARIABLE should be added as a relative to the object_enemy, and an action to CANCEL ALL OTHER CURRENT ACTIONS should be triggered if VARIABLE:stun was equal to 0

to make sure stun isnt applied for more than 8 seconds, we need something along the drastically simplified lines of check variable.stun

}if + 8

}set to 8

{

now, every step in game for Object_Enemy (using as a generalization) Check-Variables are important

}if VARIABLE:Stun is greater than 0

}Set object 'rate-of-action' to 0.5 (yes i know its going to be more complicated that "Raet Uv Ackshin")

}Set 'timer' to 30 (one second)

[timer actions will be activated every second, one of them should include change VARIABLE:Stun to a relative of -1]

effectively this obviously reduces the stun count duration and variable by 1 for every full second

}if VARIABLE:stun is equal to or less than 0, Set Object.rate-of-action to 1 (regular speed)

____________

now, i know a little bit about coding, and i know that even just applying these events to a parent controller that initiates events common to every normal enemy, will be difficult, due to there being numerous events already existig for the general parent controller of standard enemies making organization and conflicting of events hard to manage and keep track of. Even if you make a specific Stun.Status_Parent controller, its going to take some work not to interfere with any existing events. Some of you im sure know coding much better, but all im trying to do is get a simple point across, that it can and needs to be done one way or another.

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Diamondshreddie
yes

im aware that coding looks almost nothing as friendly as this^^^

i tried to simplify. i think i tried too hard

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Tsubasa-No-Me
Autofire... Pun got T-T"If

Autofire... Pun got T-T

"If anything, they should at least remove the stun on the rss till they can get it working properly. "

So now the RSS shall be like the Suda. Once great, now crap until (I want to say "OOO get's their crap together" But that's to mean for what I'm trying to say. WTB better way to say thiiiings~! D:) they fix stun and balance it more.

As to the Whole shoebox thing...

Yeah, it IS easy... from our perspective. And I love your Ideas. But Put frankly:

We don't have a clue how the puzzle is actually put together.

EDIT!~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Okay, Shoe? I've looked in there before, that is for Clyde, what they used for the Models. They wrote their own Model stuff in there. It Might just be ONLY the Source code for the client, but that would only have the displays for your PC, and the Way to communicate to the Server, where everything of IMPORTANCE goes on. Including ALL of the game Mechanics.

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Shoebox
We don't have a clue how the

We don't have a clue how the puzzle is actually put together.

Don't speak for me, ever again.

Also nice job on not using your stupid signature thing.
You get a gold star.

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Shoebox
Okay, Shoe? I've looked in

Okay, Shoe? I've looked in there before, that is for Clyde, what they used for the Models. They wrote their own Model stuff in there.

What do you think Spiral Spy is?

There are also a number of editor functions in there that you can use to view all the stuff in the game, if you so wish.
But I do believe doing that will net you a big ol' ban.

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Cryoworld
Unless I'm mistaken (which I

Unless I'm mistaken, I don't think that's the source code that would be useful to us, sadly.

As in, that's (the link you provided to us) contains the client files, not the server files. Still fascinating to look over, however, so thanks for that.

Edit: and it's possible said files are locked away under private. Since it only displays the public files.

Also chill buddy, we're not here to demean you.

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Tsubasa-No-Me
HehhHehHEAHEHAEHAe!

Thank you for your blatant assumption that I am:
1. against you
2. Speaking for you (You know, unless you HAVE the actual files used by the server. Which no one really does. <.< )
3. That I am a shallow fool for using a forum post in a similar format as a letter. It's just another way to communicate, whether you like it or not.

The reason I used a Signature, was to provide a Certain kind of respect for the Forums, and the people on the forums. The following is directed expressly at you, Shoebox.

I do respect you as a person, As I do everyone. But your actions here do not condone an understanding of others, or, frankly, that you even give a minute care to what they are saying. So relating to your action Only in this thread so far, I have no respect for you.

Oh yeah, only one person, means nothing huh? Whelp, I will say that it can be easy to throw away a person entirely, simply turn everything that they write into meaningless dust. But then it's easy to diminuatize anybody then. Leaving anything you don't agree with to apparently mean nothing. Lets not do that here.

Remember, this is only pertaining to this particular thread thus far. Outside the thread, and perhaps later on here, you'll still be the good old Shoebox I love to read of.

End of Shoebox section.

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Diamondshreddie
how bout ..

for now.... how bout if stun just makes enemies restricted to use only their standard close range attack.

:D?

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Cryoworld
@diamondshreddie That would

@diamondshreddie

That would be interesting, seeing T3 mobs having to resort back to their basic attacks.

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Shoebox
(You know, unless you HAVE

(You know, unless you HAVE the actual files used by the server. Which no one really does. <.< )

Drive:\Users\(Computername)\AppData\LocalLow\roaming\spiral

Pretty sure if you compile Clyde in there you'll be able to see everything.

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Tsubasa-No-Me
Erm, I said it before.

The Client files will NOT help. I am LITERALLY spelling this out to you, Shoe. If you cannot understand that I am saying that the Client files, which you COULD decompile if you tried, do NOT have ANYTHING pertaining to stun, that would be useful.

SHOE! Y U DO THEIS?

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Tuhui
Even if it is hard to fix(i

Even if it is hard to fix(i have no idea if it is or not so don't yell at me) OOO has known about this problem long enough that it should have already been fixed, why it has not i don't know.

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Tsubasa-No-Me
I agree... Though Yeah, we really don't have a Clue...

Don't worry, Most of Us'll try not to yell. ;3

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Roarr
stun is broken since the dawn of times

A better way to solve this is to come up with better mechanics of the shard bombs.

ie: bigger radius(both first and second blast), shorter fuse time for the 2nd blast

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Skold-The-Drac
RIP RSS

My RSS hit the trashcan awhile ago. I won't be looking back.
ISB has some chance for redemption, if only on solo runs.

I'm gonna declare pretty officially now that I'll no longer be a bomber. No use in it. I'm building up the cr to get my bombing gear unbound. And then I'll just hand it to a noob.

~no bomber

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Doctorspacebar
Hi Skold, what's an FSC?

I'm new here. Can I have that bombing gear plzzzz?

...anyway, Tsu, you said the new RSS (or SSS, whatever you used) worked on Greavers in Guild Chat the other day. Could you upload a video? I'd like to see how that's done.

You ARE the legendary Mega-Hipster after all. Are the legends true? Do you solo HoI with a Sudaruska?

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Tsubasa-No-Me
Hah!

I do, But it ends badly. Why? Because CRAP ISN"T BALANCED. <.<

I may do that Video... At some point. But Should heat my SSS now.

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Tsubasa-No-Me
OKAY, video got.

Here is the RSS being a Jerk... I'd take almost nothing, I'm sure, but that STUN. I -did- Kinda derp into a few attacks... But w/e

http://www.youtube.com/watch?v=zoeuErQgKqU&feature=youtu.be

Anyways... I'll have a Few videos soon enough of the Rest of the bombs being fairly neat. They ARE good. Just not the OP crap people seem to want. Oops! Did I say that aloud? Awwww... too bad. -.-

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Fluffyfoxxie
I don't think anyone wants

I don't think anyone wants OP. I watched your vid. I am shocked at how long it takes to kill that big mob of slags. DBB would have done it much, MUCH faster (and, not to mention, much bigger blast radius and capable of hitting all enemies in the radius at once and knocking them down!)

In fact, i bet you could kill them all faster with a friggin' VT.

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Doctorspacebar
@Fluffy

Oh, yes. VT is great for them big mobs. ESPECIALLY when combined with Vortex. You gotta see it sometime. It'll blow RSS outta the water when it comes to any non-Shock creature. (Or Quicksilvers. If you can dodge or shield, Quicksilvers are good to have around, seeing as they kill each other and the other enemies.)

That said, though, keep in mind there's the Elemental Crystal Bomb line.

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Tsubasa-No-Me
Keep in mind...

That it is level 2. Its is also a control bomb, of a kind. Yeash, why is it that people only seem to want "DAMAGEDAMAGEDAMAGE ERRYTHINGELSEUSELESS!".

It's getting kinda annoying.

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Orangeo
"They ARE good. Just not the

"They ARE good. Just not the OP crap people seem to want. Oops! Did I say that aloud? Awwww... too bad. -.-"

Yes, the 4* bomb was OP. Just like spur!

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Doctorspacebar
@Tsu

They're impatient, of course. I have to say, though, if it came down to it, I'd prefer to have one guy with Shivermist and DR among the swordsmen and gunslingers in Compound 42. (I should probably be that guy... just a little afraid to enter Danger Missions in parties when my mist is down from crafting, there's always pressure to revive!)

A lot of people find the unpredictable knockback (it goes either inward or outward from the shards) to be... just that, unpredictable. Gunners would have little problem with it, being that they stay at a safe distance, but close-range fighters might find it irritating in a group. Also, Lockdown... they need to fix the shards disappearing on players/CPs in Lockdown (perhaps by not counting CPs as walls >_<), and a radius boost to the shards would be much appreciated ('cause enemy players can just waltz through and filet you).

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Tsubasa-No-Me
-.-

Errrm... The ability to OHKO almost everything? Or 2HKO? That's KINDA OP, 'ya know.

EDIT, look at this... Shardbombs are not good? Not predictable?
http://www.youtube.com/watch?v=xJSmaGGgeTQ&feature=youtu.be

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Trying

If you guys really want to find out how everything works you could use Java Reflection.

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Orangeo
It's better than the RSS.

It's better than the RSS. Therefore, it is OP.

/sigh

'oh but orangeo, thats an assuption!'
Every time someone talks about a weapon that is better than RSS, you call it OP. that is a fact, not an assumption.