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-   -   Reviveing (https://www.piratesonlineforums.com/forums/showthread.php?t=14813)

Edward Edgemenace 02-14-2010 06:37 PM

Your KNOCKED OUT timer winds down waiting for someone to find you and press shift. Once someone starts reviving you, the revive timer runs out while they pour liquid on you. After BOTH those timers expire, your groggy STARTS.

If you just click go to jail, you skip both those timers, hence, your groggy starts "sooner" therefore ends "faster." With the 2 additional loading screens, the appearance is that going to jail is over two minutes faster, when in fact, it is less than 1 minute faster. (Don't you people ever actually TIME these things?)

Ben Lockshot 02-14-2010 10:42 PM

Quote:

Originally Posted by Edward Edgemenace (Post 197305)
Your KNOCKED OUT timer winds down waiting for someone to find you and press shift. Once someone starts reviving you, the revive timer runs out while they pour liquid on you. After BOTH those timers expire, your groggy STARTS.

If you just click go to jail, you skip both those timers, hence, your groggy starts "sooner" therefore ends "faster." With the 2 additional loading screens, the appearance is that going to jail is over two minutes faster, when in fact, it is less than 1 minute faster. (Don't you people ever actually TIME these things?)

You wanted times??? I got you times >=D. This is start of groggy till end of Groggy. For Reviving it takes 10 mins and 12 saconds. For Jail it takes 9 Min and 42 Saconds ( We even added 10 Seconds to the jail just incase of time we could not catch ) Even with that there is a difference of 1 Min and 5 saconds. With Jail time faster. Mark Bladeflint and myself made this test. If you want even more info look it up in the next "Black Sail" News letter.

Ben Lockshot ~Gm of GoT~ Lvl 50

Captain Del 02-14-2010 11:01 PM

Quote:

Originally Posted by Ben Lockshot (Post 197336)
You wanted times??? I got you times >=D. This is start of groggy till end of Groggy. For Reviving it takes 10 mins and 12 saconds. For Jail it takes 9 Min and 42 Saconds ( We even added 10 Seconds to the jail just incase of time we could not catch ) Even with that there is a difference of 1 Min and 5 saconds. With Jail time faster. Mark Bladeflint and myself made this test. If you want even more info look it up in the next "Black Sail" News letter.

Ben Lockshot ~Gm of GoT~ Lvl 50

For Jail, did you include the times for the loading screens? Because you ARE groggy during the loading screens.

Mark bladeflint 02-14-2010 11:14 PM

Quote:

Originally Posted by Captain Del (Post 197343)
For Jail, did you include the times for the loading screens? Because you ARE groggy during the loading screens.

Yep we added about an extra 25 seconds to it, and it still was less. ( It take about 25 secs on our comp to load to jail.

Sven Osymthe 02-15-2010 03:44 AM

I decided to try timing this as well, just to see the outcome.

First I was revived, and my groggy lasted 9 minutes and 27 seconds. I started the time as soon as the groggy meter came up, possibly a few seconds later.

When I went to jail, my groggy lasted for 9 minutes and 58 seconds.

After looking, groggy doesn't start for jail until your pirate starts getting up (and health, chat, compass, etc. return to the screen). For revive, groggy starts as soon as the person has revived you (so its going while you're pulling yourself up). I'm just gonna go with what I originally guessed, groggy is groggy no matter what, it may go faster or slower at times, but in those cases its only off by a little bit. The only reason jail seems to go faster (when not timing), the time that one spends to return to where they came, groggy is running out, but when revived, you skip the returning step.

Ben Lockshot 02-15-2010 04:28 AM

So I guess it depends on your comp, internet Conection and alot of other factors exacly what the time of groggy is. But no matte how you get your groggy, it is pritty mutch the same. Reviving Just makes it so you do not have to load all the way to jail then Tp back. And Jail is if you need ammo anyway. But ether way you still get groggy =/. ( Exept when you are a low lvl or 50 =p )

Ben Lockshot ~Gm of GoT~ Lvl 50

Edward Edgemenace 02-19-2010 03:49 AM

Quote:

Originally Posted by Sven Osymthe (Post 197373)
I decided to try timing this as well, just to see the outcome.

First I was revived, and my groggy lasted 9 minutes and 27 seconds. I started the time as soon as the groggy meter came up, possibly a few seconds later.

When I went to jail, my groggy lasted for 9 minutes and 58 seconds.

After looking, groggy doesn't start for jail until your pirate starts getting up (and health, chat, compass, etc. return to the screen). For revive, groggy starts as soon as the person has revived you (so its going while you're pulling yourself up). I'm just gonna go with what I originally guessed, groggy is groggy no matter what, it may go faster or slower at times, but in those cases its only off by a little bit. The only reason jail seems to go faster (when not timing), the time that one spends to return to where they came, groggy is running out, but when revived, you skip the returning step.

So, in your measurements, you skipped the time you are laying on the ground waiting for someone to find you AND the time it takes them to revive you - the two components I identified as making it longer. If you click GO TO JAIL immediately, you don't have either of those delays. And the groggy starts for me, when I click it, not when I res inside the jail. So perhaps your measurement was skewed?

Skip the return step? You can't find your way back to the PR dock from the PR jail in ten minutes? On a slow computer, it takes 30 seconds to launch a ship. One minute to sail anywhere (within reason, as a straight line) that you want to go. Assuming, (say, in tormenta) that you have the sense not to fight while groggy, the return trip is no advantage. If anything, it is a worth-while distraction while you wait. (Of course, your friend is there, who you are TPing back to anyhow, so meh.)

Go to jail...it starts your timer sooner. (Note: this isn't even broaching the subject of the "healer" losing an important minute of combat, perhaps also losing attunement of all other friendlies.)

Sven Osymthe 02-19-2010 04:34 AM

After looking back, I was wrong about the groggy for jail. I didn't notice the groggy meter start as soon as I clicked the button, but when I was in jail the meter had not moved until my pirate began getting up (that is why I didn't count the time prior to that).

As for groggy starting when you get knocked out, that is incorrect. The time that it takes for someone to revive you, and the time it takes to find you have no effect on the time of your grogginess. When you're knocked out, you can see your health meter, and next to it there isn't a groggy meter, as soon as you are no longer in the revive state your groggy meter comes up (I just double checked that). So groggy starts the same time both ways (whether or not the meter actually moves in the loading screen for jail, I am not 100% certain). Either way, both times come out to be around the same, and it doesn't matter anymore since you can only be groggy by jail following the latest test update.

About the returning step, I meant the time it takes for you to get back to your original location may make it seem like the jail trip made groggy go faster. That is very possible, considering most people reload ammo, and get tonics when they die. On top of that, you have to sail or TP back to your old location, which may not take a lot of time off, but it is still enough.

Edward Edgemenace 02-19-2010 05:42 AM

As a side note: isn't the latest update actually adding a bug? You certainly should be groggy after being revived. And why didn't they fix it to make it use the victim's tonic supply? And to use the ham only when no other tonics are available? Using ham first, remains a huge deterrent for me, to revive someone else.

Sven Osymthe 02-19-2010 12:03 PM

Quote:

Pirates will no longer become Groggy after being revived. They only become Groggy when they are sent to jail
Its not a bug, it was intended this time. I'm not sure about it using the victims tonic supply, but when you revive someone, I think they want it to be so your using yours (so I don't expect that to be changed). As for ham.. it isn't really an issue to me, although I would prefer what you are saying. However, when someone revived with ham, it took 1 tonic off the total amount.. yet on the screen showing weapons and tonics, all numbers remained the same.


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