Warrior knock back - knock down bug

12/06/2017 20:30 leo2111#1
Does anybody know how to fix that bug?
I've found a way:
Adding a Action_coolTime > than 2,5 seconds to knock back skill, which means the char can move, run but it cannot cast any skill for that 2,5 seconds, but the bug it will be fixed , tested by me
But it's kinda sucky to wait 2,5 seconds after knock back somebody , does anybody know another option?

I tested all knock back skills , from warrior , rogue , wizard
for example this combo
wizard knock back + warrior knock down = bug
wizard knock back + rogue knock down = not a bug
the only difference is that warrior knock down skill - turn rising- has no action_preparing time also has no action_castingTime but rogue knock down skill has them
12/06/2017 23:04 BordoMavi*#2
i once suggested to add some kind of "knock down resistance" for 1 second (or slightly more, but i think 1 second should do it) to any char that gets knocked back
since the knock down will bug the opponent anyway and he will still be able to cast skills, why not simply make him resistant against knock downs for one second or two? not the best solution, but it would avoid that annoying bug at least

i would like to know what actually causes this bug
12/07/2017 00:01 blapanda#3
Quote:
Originally Posted by BordoMavi* View Post
i once suggested to add some kind of "knock down resistance" for 1 second (or slightly more, but i think 1 second should do it) to any char that gets knocked back
since the knock down will bug the opponent anyway and he will still be able to cast skills, why not simply make him resistant against knock downs for one second or two? not the best solution, but it would avoid that annoying bug at least

i would like to know what actually causes this bug
That is actually something which wouldn't fail its purpose.
A strict resistance for few seconds can even avoid bugging issues, like probably all of us noticed so far by knocking down mobs and attacking them, while the knocked down mob accumulates attacks and their damage values without the player noticing any impact against its own character, with releasing that damage at the end in an unnecessary burst.

And silkroad seems not to be the only game suffering this logical nonsense. Divinity Original Sin 2, Lineage 2, Aion, Dragonica, Dying Light, ... every game where you can knock down/back enemies, you are possibly bugging something, whenever a gamedeveloper has forgotten to insert some kind of buffering.
I doubt that changing game mechanic behavior at silkroad without the src will be possible at all, like the corrupt AI calculation of pathfinding at some specific areas (e.g. Qin'Chi Tomb, upper stages).
12/07/2017 07:00 Finsterlord#4
Quote:
Originally Posted by leo2111 View Post
does anybody know another option?
Play smart.
12/07/2017 13:22 leo2111#5
Quote:
Originally Posted by Finsterlord View Post
Play smart.
I agree, but not so many players knows how to play smart, mostly rogue/warrior build users are spamming that bug

I can confirm that the bug is fixed after I added a action cooltime delay. First i tried with some small delay like 500 ms , didn't work, then 1 second, then 1,5 seconds then 2 seconds and still didn't work only 2,5 seconds delay solved the bug, the bug occurs only with warrior because the skills has not any cooldown
12/07/2017 20:04 lucienne#6
It is not a bug.
"The state" you're talking about has a big number of interesting properties, for both sides. With knowledge, it can be used in various ways. One of the most amazing -- it makes random skill usage (without thinking) way less effective.
I like it, it actually serves as a professionalism filter.
Things don't have to be that simple. Call it hidden knowledge if you want.
I am surprised it took players over 10 years to notice only *some* properties of it.
12/07/2017 21:04 guckguck#7
Bladers will bug you as well, if players using skill canceling. Same would happen if you leave the 2.5s delay at the end of the knock back skill, any action like exchange, stall, escape should break your protection. You can try to add a pre-cast delay e.g. 100ms for knock down skill, it might help or not.
Why do you care about such a small issue? Preventing combo skills from being cast as 1 hit skill would be more effective and fair for game-play :)
12/07/2017 22:38 leo2111#8
Quote:
Originally Posted by lucienne View Post
It is not a bug.
"The state" you're talking about has a big number of interesting properties, for both sides. With knowledge, it can be used in various ways. One of the most amazing -- it makes random skill usage (without thinking) way less effective.
I like it, it actually serves as a professionalism filter.
Things don't have to be that simple. Call it hidden knowledge if you want.
I am surprised it took players over 10 years to notice only *some* properties of it.
What the heck are you talking about , it's a pure bug man... Professionalism filter, duh?
Means that you become a pro cuz you kill your opponent with an " invisible " dmg and he doesn't heal cuz he sees his HP 70% and he can't figure out why did he die?
Seriously....

Here is the bug , if anybody knows how it works will understand that the bug is fixed...