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Co-Lo Stability Problems

Unfortunately, our co-lo had some stability problems Friday morning.

First up, they lost all of their connectivity to the facility that holds all of our games. This took them about 40 minutes to diagnose and a bit longer to restore.

Much more astonishingly, they rebooted all of their machines (which means all of our machines) while they were fixing the problem, with no notice. This probably had minimal repercussions on the SkotOS games (Marrach, Ironclaw, Lazarus, and Lovecraft). There may have been a rollback of an hour or two.

TEC and Grendel's Revenge are more troublesome. TEC will suffer a rollback of 10 hours, to midnight (PT) last night, since the unannounced reboot happened one hour before the next backups. GR suffered a more complete failure. We're being forced to restore the entire machine from its backups, then we'll need to restore the game from the backups stored within that backup. The lineup of dates look promising (which is how we laid them out, 'lo these many years ago), so the hope is that we'll only suffer a 7 hour rollback, to the 3am (PT) game backup, but it's a bit dicey at the moment.

Apologies for the inconvenience; we're now making sure everything is stable, and we're looking into whether our most recent upgrades to TEC will support increasing the backups to every 6 hours.

Edit: The GR problem is proving even more intractable than hoped. As best I can tell, our colo is still having some issues because I can't boot the first restore I made of GR and I can't build a new node either. I expect this will just clear when they get their act together, but in the meantime I'm not able to get GR back online until they fix these problems.
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Dueling Code Update: Timing Score

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  • Dueling Code Update: Timing Score

    Hey folk.

    Update #2 in a series of coding updates I'm making to the Castle Marrach combat system; Timing Score. This is a test release of this feature, it may or may not remain a permanent part of Castle Marrach depending on feedback and how it's treated in-game.

    For the uninitiated: the Castle Marrach dueling system relies on two primary factors to determine which character wins a duel, those factors are (1) the coded in-game sword skills of the character and (2) the effectiveness with which the player controlling that character uses those skills. The art of using the right type of attack or ability at the right time depending on the stance of your opponent is loosely referred to as Tempo, or Timing.

    The Timing Score is a new script added to the dueling code that tracks how many attacks you landed throughout a duel, what type of attacks they were, and what stance your opponent was in when you performed said attack. Heavy-but-slow attacks like cut and feint are worth more points per than the faster but softer hitting jab, likewise hitting someone while resting or countering them while in the attacking stance is worth more points than striking at them in guard while their defenses are up. A linear formula is used to multiply the points of your attack type by the points given for striking a target in their present stance, and those points are accumulated throughout the duel and tallied at the end.

    At the conclusion of a duel, an emit will show on screen displaying your overall timing score for that match. This is primarily an OOC tool meant to help break down how well you fought using the coded dueling commands. It can also be used ICly to an extent to demonstrate that someone is particularly fast or agile in their fighting style; it is often already the case that a character is ICly commended as having a quick sword arm if they time their attacks well in a duel, this is simply a tool to help track that without having to review a log of the duel and keep a mental tally.

    The emit should not be confused with overall martial ability of a character or how well they fought ICly - that is already handled by the Results Emit added earlier this week. If the Results Emit tells us "character X got their butt handed to them" then this is the case regardless of how well their player did in their Timing Score. It should be roleplayed accordingly.

    As indicated above, this is in testing phase right now. Whether or not it remains part of the game will be based on feedback, as well as how players and their characters react to it in the game world. The hope is to add a little OOC metagame enjoyment to dueling without the Timing Score alone being misinterpreted as the determining factor on who wins a duel ICly or how well their character fought in-game.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in.
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