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Suggested Fix for Melee

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Renork
Posts: 1208

Re: Suggested Fix for Melee

Post#11 » Tue Dec 22, 2015 2:56 am

Vigfuss wrote:Stop using nerfed buttons. It bugs out your melee range making it a little bit shorter. I have terrible ping and almost no issues.

Is this true?

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Vigfuss
Posts: 383

Re: Suggested Fix for Melee

Post#12 » Tue Dec 22, 2015 3:59 am

Renork wrote:
Vigfuss wrote:Stop using nerfed buttons. It bugs out your melee range making it a little bit shorter. I have terrible ping and almost no issues.

Is this true?
Yeah, anything that doesn't show up on your bar from range will have a ranged check. Those range checks require you to be closer to your target than you actually need to be, if you weren't using the addon.
Fusscle of Critical Acclaim

Luth
Posts: 2840

Re: Suggested Fix for Melee

Post#13 » Tue Dec 22, 2015 5:17 am

Afaik NB uses the information in the client; if the server is applying a larger melee range to people with high ping for latency compensation (just an idea, i actually don't know how it is handled), the client won't know that and still thinks it is only 5 feet.

Annaise16
Posts: 341

Re: Suggested Fix for Melee

Post#14 » Thu Dec 24, 2015 3:21 pm

Hit range on live seemed to be determined by the client, although that's hard to believe because you'd think it would be open to hacking. If your target was in range on your screen, you were able to hit them. I had a typical ping of 250-300 ms on live, and it never seemed to effect attack range (except during obvious server lag that was unrelated to travel-time ping). The same thing seemed to apply to collision-detection range. There was never any rubber-banding associated with collision-detection.

On live, the types of attack side-effects that were obviously server-based were things like positional abilities and cc. It was pretty common to be behind a toon when hitting a positional attack, seeing it fire for a fraction of a second on the hotbar, then seeing it quickly cancelled as the target turned. Similarly, there was always rubber-banding associated with using knock-downs on moving targets, and moving targets that were punted would fly off in a direction about 30-60 degrees from where my toon was facing.

tr400ex
Posts: 32

Re: Suggested Fix for Melee

Post#15 » Thu Dec 24, 2015 4:40 pm

Annaise16 wrote:Hit range on live seemed to be determined by the client, although that's hard to believe because you'd think it would be open to hacking. If your target was in range on your screen, you were able to hit them. I had a typical ping of 250-300 ms on live, and it never seemed to effect attack range (except during obvious server lag that was unrelated to travel-time ping). The same thing seemed to apply to collision-detection range. There was never any rubber-banding associated with collision-detection.

On live, the types of attack side-effects that were obviously server-based were things like positional abilities and cc. It was pretty common to be behind a toon when hitting a positional attack, seeing it fire for a fraction of a second on the hotbar, then seeing it quickly cancelled as the target turned. Similarly, there was always rubber-banding associated with using knock-downs on moving targets, and moving targets that were punted would fly off in a direction about 30-60 degrees from where my toon was facing.
I have been saying this since the first day I saw the melee bug it's because on live if a players was in range on your screen you could hit them it was also how punt and kd was reliable that's why when you got knocked down you would port back a bit or you would port into the punt arc at times. It made people call hacks at times but punt was waaaaaay more reliable and almost no melee bug at all.

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Azarael
Posts: 5332

Re: Suggested Fix for Melee

Post#16 » Thu Dec 24, 2015 5:09 pm

I can tell you right now that I've been looking since day one for information the client would give me that would assist in fixing this issue. The client sends me LOS information, the location the ability was cast from and a timestamp, but I see absolutely no change in any value when the player is in or out of range, and the timestamp doesn't appear to be in Unix time so I have no idea with what to compare it. This leaves me forced to take a position history and use the round-trip time of the attacking player to lerp between the positions and get the player's position at that point in time, and I must admit to some confusion as to why exactly that isn't working as well as expected given that the client will update the server any time that client's future position is no longer server predictable.

In case you're wondering, the client will send a packet attempting to execute an ability regardless of whether it thinks it can cast the ability or not, so the existence or lack of existence of an ability request indicates nothing.

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Toldavf
Posts: 1586

Re: Suggested Fix for Melee

Post#17 » Thu Dec 24, 2015 5:28 pm

So basically we drag a hit box around behind us? seems like a logical fix :)
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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SilverWF
Suspended
Posts: 606

Re: Suggested Fix for Melee

Post#18 » Thu Dec 24, 2015 7:11 pm

I'm playing mostly at range classes and got bored from landing snares at 20-30ft range from melees

Any ideas to fix it?
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

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Renork
Posts: 1208

Re: Suggested Fix for Melee

Post#19 » Thu Dec 24, 2015 7:13 pm

Vigfuss wrote:
Renork wrote:
Vigfuss wrote:Stop using nerfed buttons. It bugs out your melee range making it a little bit shorter. I have terrible ping and almost no issues.

Is this true?
Yeah, anything that doesn't show up on your bar from range will have a ranged check. Those range checks require you to be closer to your target than you actually need to be, if you weren't using the addon.
Good to know <3

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SilverWF
Suspended
Posts: 606

Re: Suggested Fix for Melee

Post#20 » Thu Dec 24, 2015 7:15 pm

Renork wrote:
Vigfuss wrote:Stop using nerfed buttons. It bugs out your melee range making it a little bit shorter. I have terrible ping and almost no issues.

Is this true?
Sadly, yes.
In the most of cases I'm able to use skill, showed at my bar in red color but the target somewhere at the border of skill's range - and that skill in this state will be hidden by NB
Bretin: "destru classes are in general better for solo play" :lol:
A lot of addons here | Just a few T3 vids from live game | Remove IP-blocking at forum!

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