The Great Skotos Split Is Here [UPDATED]

The long-planned Skotos split is here. We are going to be separating Skotos into the four games that we're passing off to individual players (Marrach, TEC, the game formerly known as Ironclaw Online, the game formerly known as Lazarus Sleeping), and in the near future the core Skotos site will shutdown.

Here's how it will work:
* On Monday, we will turn off the ability to make any purchases through the main site. This will be the end of credit card purchases for Skotos games.
* We will run final automated credit card purchases on Tuesday morning. This is typical, in that our regular subscriptions are always set to run on the 1st through the 28th.
* On Wednesday, we will begin converting the games over to the new auth server that I've been working on for the last month and a half. All data will be converted over from the moment I grab the database. This means that all of your account information, including all payments (but not including any credit card information or Paypal information) will be duped to all the games: you'll be able to play any of them for the time you'd previously paid at the main Skotos site.
* We'll then start integrating the individual sites for each game with the new stand-alone setup.
* And likely I'll be resolving bugs in the auth server that only turn up through extensive usage.
* Meanwhile, we'll start handing off games to the individuals who will be running it in the future. I'm at this point over the time I'd initially committed to Skotos by a bit more than three weeks, but I'm expecting I'll need to offer support a little into May to make sure everyone is running well and that I've helped Christopher, Skotos, and the game leads deal with any intricacies of the hand-off.
* We'll request that all games remove all information from users who didn't stick with their game within a year.

I hope this will go as smoothly as possible. There will surely be bumps in the road. In particular, expect some random downtimes on Wednesday, when I convert over the games to the new servers, and expect the potential for problems on *next* Thursday, when I see how things work in the new setup.

A Few Updates as of 5/3:

1.) Castle Marrach, TEC, and Allegory of Empires are now split out from the main Skotos UserDB, which is the first (and biggest) step in separating these games. Multiversal Revelations will follow on Monday.

2.) Each site has a new login page of the form login.itsdomainname. This is the proper place to login to that game, and where you should access all UserDB functionality. Anything you do on the main Skotos users pages will no longer be reflected. Yes, that means you should be using the new pages to update your accounts, purchase months of play, and purchase subscriptions. Credit card payments are no longer possible, but Paypal is.

3.) Skotos is still running the games as of this moment, but they'll be transferred to the individual teams by this time next month.

4.) We've had some problems with credit cards continuing to run on the older UserDB system. We've refunded any bills that went through on the main system following the split, and apologize for the inconvenience. The plan is to turn the old UserDB off tomorrow, so that will absolutely stop the bills at this point. If you were accidentally billed, do note both that the amount was refunded the same day AND it isn't reflected on the new systems. [And as of Monday morning, those old charges seem to have been halted entirely.]

5.) We've discovered that about 20 accounts have credits of various amounts of them. This is a concept that is no longer supported in any meaningful way on the new UserDB, so we'll convert those credits to days of play at the most generous ratio.
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Archery speed

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  • Archery speed

    Does increasing reflexes help decrease the RT for certain moves? Right now my rapid-fire has 6+ and head/hand and foot are all 4+

    Reflexes 8

    Speed: above average

    Another question..

    Rapidfire, basic shot, head, hand, and foot.. these are the only SP making moves in the skillset, right?

  • #2
    I'd talk to Rue/Kivas or Spire they all seem to be really knowledgeable
    "Those who cannot remember the past are condemned to repeat it."


    • #3
      Yes, reflexes effect all shots except rapid fire, that round time will stay the same. with 90 reflexes you will have a 2 second rt for headshot, footshot,basic shot, hand shot.


      • #4
        Thanks for the knowledge. What about the RT on parting shot? Forgot about that one.


        • #5
          Parting shot is much faster.


          • #6
            With 90 reflexes, you'll see 4 second round times for non-rapid fire shots, and 8 seconds for rapid fire. Shot time distributions:


            • #7
              Uh.. I have a six second round time for rapid fire. With no reflex training and SA average speed. Not sure where you are getting your numbers from LeanFrank.


              • #8
                Originally posted by Psilac View Post
                Uh.. I have a six second round time for rapid fire. With no reflex training and SA average speed. Not sure where you are getting your numbers from LeanFrank.
                The game tells you that "you will be busy for six more seconds." However, the true, measured roundtime is about eight seconds. It looks like that's what LeanFrank was measuring.

                On a related note, Rapid Fire becomes kind of useless if you have outstanding Speed, because you'll be equally as fast firing off two Basic Shots. Unlike Basic Shot, you can't aim Rapid Fire or use it when engaged with an enemy, and you suffer a penalty to the success of the two Rapid Fire shots.
                [Success: 95, Roll: 5] Pharse swings a cestus-covered fist sideways, lashing out at you with the blades of his weapon, but misses. You use the broad head of your short whip to knock aside the attack with a brute-force swat.


                • #9
                  Huh, so the game client lies to us about time? That's a bit of fuckery right there.


                  • #10
                    no, it doesn't lie. it tells you the most complete thing... so... 6 days for a seven day cycle, because it's 6 days 23 hours, 59 minutes, 59 seconds... so it shortens it to 6 days... it says 6 seconds for a round time, because it's under seven but more than 6. the middle of something should be less than a second, not more than one. the only time it's more, is if there's a lag issue involved that makes a second take longer than it should, server side, or client side. It has always been this way, and you can call me a liar if you want. it's the truth. (people have argued before)


                    • #11
                      the seconds in regards to roundtime have nothing to do with RL seconds or IG time. They're code timing "ticks" that they just named seconds. From what I can tell each populated room has its own tick timer, and people spamming in the same room can cause lag in the timer. Also, if you spam your next attack before the "no longer busy message", you will effectively slow down the tick timer slightly and cause a longer wait. Everyone in the room doing this, causes this but the difference doesn't seem to stack linearly and generally each tick is no more than a couple RL seconds even at the worse level of lag. Put two people in different rooms, same speed, attacks, etc. And have one spam their attack commands while the other waits for the perfect time to input, and the one waiting will have more attacks per second on average.


                      • #12
                        IT S OK
                        apartamente focsani Numar telefon proprietar


                        • #13
                          That is the most reassuring post we have ever had on these forums.


                          • #14
                            Originally posted by Syden View Post
                            That is the most reassuring post we have ever had on these forums.

                            I cried