Topic title.
Remove custom wimpy set
why?
Completely agreed.
If not remove completely, at least fix it.
Also Dale, I am glad you have finally understood my source of frustration with wimpy.
It took just 4 years ![]()
Sometimes allows people to flee out of lag locks - especially when they have spammed commands.
cries like a baby toughen up.
I'm sorry sheep meister, but what has toughening up have to do with fixing bugs?
I think you misunderstand the meaning of the phrase.
The way i see it is wimpy is there for newbies.. i mean if you dont want to use it then ok but, i just see this ruining any chance that a new player coild "survive" their first pk encounter... Dont get me wrong i still use wimpy but I still consider myself a newbie, and with new pepple unless they have atleast played another pk enforced mob then idk what chance they have when big bad zerker comes and starts whooping on them and they have no idea what to do.
I'm sorry sheep meister, but what has toughening up have to do with fixing bugs?
I think you misunderstand the meaning of the phrase.
Wimpy isn't a bug. The way it works is a game mechanic and it cuts both ways.
I've had wimpy set to 50% before, been whooping someone and then autofleeing myself and THEM escaping because they've got me to my wimpy.
I am not against wimpy, I use it to (Once I hit 50 and already took a mobdeath when wimpy would have saved me)
I am against custom wimpy, 25-50% of your hp should not be applicable for wimpy.
f0xx, trust me it's been brewing for over a decade.
You do realize that wimpy is not guaranteed to fire (it will, but not exactly where it is set). And any disciplined PKer will just flee at their rough % anyway? I have been annoyed at wimpy. But I cannot say it ever really cost me a PK. You can use it as a scape goat for sure, but wimpy does nothing but flee, a command they could enter regardless. After the flee they still have to I dunno, not die? Removing the wimpy command might swing 5-10% (on the thick end) of a pk back in your favor. THe correct approach is learn to chase better (no offense), and learn to expect the wimpy from certain folks.
Wimpy isn't a bug. The way it works is a game mechanic and it cuts both ways.
The way it works is bugged though.
The only issue I could see from someone not liking the way wimpy works is that it allows people to break lag locks when they have spammed themselves (Again something more applicable for a newer character then someone who is patient in combat with their commands).
Maybe if you would shed some light on the issue and there was less guess work we could then have some discourse on what the actual problem with wimpy is you're trying to illustrate.
I never suggested that it cost me a pk, in fact in the past it has helped me get pks so it's quite the contrary. I just don't see why it should be a viable option to have wimpy set from 30-50%. Those defending it have their reasons I suppose but I don't agree with it.
I never said I was defending it, I just never realised it was an issue....
I always have my wimpy set to 0.... Maybe I should look into this?
The only issue I could see from someone not liking the way wimpy works is that it allows people to break lag locks when they have spammed themselves (Again something more applicable for a newer character then someone who is patient in combat with their commands).
Maybe if you would shed some light on the issue and there was less guess work we could then have some discourse on what the actual problem with wimpy is you're trying to illustrate.
That's a more constructive approach to the problem.
So you are already aware with one part of the problem - it breaks your self imposed lag, overriding big mistakes you could have done.
Second part is, I've seen in the past, not sure if it still is that way, it breaks laglocks. Hit&Run has a very good log of this:
Unsure if it's a bug or not, but there have been instances where my target have had wimpy kick in after blood loss (wounding) while bashlocked, then seemingly taking the lag in the room the fled to. Like this:
Masokant: [===|===|===|---]
7 Drayson's fingers flare with mystical power as he strikes with magic potency.
You slam into Drayson, and send him flying!
Your bash DISMEMBERS Drayson!
Drayson has some big nasty wounds and scratches.
Masokant: [===|===|===|---]
7
Your blood loss scratches Drayson.
Drayson has fled!
Drayson rides east.
I hate wimpy
And the last part of the problem is that it does something the normal flee command would never do - it cuts the round, and thus the damage taken.
Example: I open with murder and I am a warrior. I shoot my bow, and my target flees from wimpy. Normally, this would be impossible and the whole murder round should first go in, and only then the flee command would kick in. Not with wimpy.
Same thing with magic missile: You open with magic missile, and your victim flees on the first one (out of the four) landed, effectively separating your spell.
There they are - the three problems with wimpy that bother me, but as you advised, I've learned to cope with them, since Zhokril locked my last wimpy thread 4 years ago.
And lastly, a lot of people like to use the "it's a newbie friendly feature" card when defending wimpy. The matter of fact though, is that an automated flee feature does not help a newbie learn at all, quite the contrary - it allows them to develop bad habits. On the other side of the coin stand the veterans, who have long ago learned how to use and abuse the wimpy feature. And you know this well - a veteran will always defeat a newbie, wimpy or no. Newbies simply do too many mistakes for wimpy to cover. A veteran though, like yourself, to whom timing is paramount and does very few mistakes, when actually does one, wimpy will be there to cover it. You tell me in this case, whom actually does wimpy help? The newbies? I think not.
And lastly, a lot of people like to use the "it's a newbie friendly feature" card when defending wimpy. The matter of fact though, is that an automated flee feature does not help a newbie learn at all, quite the contrary - it allows them to develop bad habits. On the other side of the coin stand the veterans, who have long ago learned how to use and abuse the wimpy feature. And you know this well - a veteran will always defeat a newbie, wimpy or no. Newbies simply do too many mistakes for wimpy to cover. A veteran though, like yourself, to whom timing is paramount and does very few mistakes, when actually does one, wimpy will be there to cover it. You tell me in this case, whom actually does wimpy help? The newbies? I think not.
I agree. I don't use wimpy at all because most of my fights that I win end up with me being at sub 100hp but I can see your point.
I had no idea it would cut rounds in half - like a murder round. I just thought it would punch through a lag lock.
Admittedly before I hit 50 wimpy does save me a hell of a lot of mob deaths... For some reason when Im rank 20 I still think I hit like a rank 50 hahaha
The easiest and fastest way to "fix" wimpy IMO, is to limit it to characters pre 50, and to the moderate tier.
I disagree - cuz wimpy can save you if you're fighting a tough mob and get network lag/timeouts...assuming the mob doesn't track.
The bug with wimpy firing before lag is calculated was fixed a while ago. Do you even read changes f0xx, or do you just wait to argue, then make me go all warriorcleric, and copy/paste it? Wimpy won't fire before lag is calculated.
You mean this?
Changes:
[01/11/09]: Victims of shield throw will now only have their wimpy kick in AFTER the lag is taken into consideration.
The log I showed you, which was submitted by hit and run isn't about shield throw.
Also, there is nothing about wimpy overriding your self imposed lag and cutting rounds and spells in half.
So, on the three problems I pointed out with wimpy, you somewhat managed to answer to one.
Good selective reading skills.
Please next time, instead of throwing around big words, do come with an actual proof of your words, instead of assumptions and guesses.