Changelog 17.02.2016

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Vaul
Posts: 353

Re: Changelog 17.02.2016

Post#121 » Wed Feb 17, 2016 6:25 pm

I hope this jump-snare is gonna work on pounce too. ..

- joke!
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Tesq
Posts: 5713

Re: Changelog 17.02.2016

Post#122 » Wed Feb 17, 2016 6:26 pm

Toldavf wrote:Or just don't let the server update your position with every jump.
well this or also work aroudn x-y-z

when jump z is the z of the before jump while x-y still get calculate z get calculate again when landing.
Image

voldepoule
Posts: 37

Re: Changelog 17.02.2016

Post#123 » Wed Feb 17, 2016 6:35 pm

Dana wrote:Image

- Enemy should no longer appear as dots on the map.
Amazing!

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laughinman
Posts: 11

Re: Changelog 17.02.2016

Post#124 » Wed Feb 17, 2016 6:39 pm

geraldtarrant wrote: Instead of giving advantage it gives penatly. I will test it more soon, but for now i only see decreasing of strategical options and clever use of terrain.
That's quite a long name for bunny hopping, but doesn't change it's intent. Which is, in fact, game warping in a negative way.
A witty saying proves nothing
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tpro
Posts: 12

Re: Changelog 17.02.2016

Post#125 » Wed Feb 17, 2016 6:45 pm

I hope this helps server stability, I heard too much jumping move stuff in racks

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Xaun
Posts: 230

Re: Changelog 17.02.2016

Post#126 » Wed Feb 17, 2016 6:45 pm

I am in favor of a bunny hop nerf that doesn't affect people avoiding/using obstacles to break melee range as part of their normal playstyle

A reduced cool down between jumps has been touted and whilst not a bad solution I feel it doesn't address the root of the problem

AP cost/regeneration debuffs have also been touted but with AP regeneration gear, AP on heal, pots etc this favors groups/geared players and doesn't address the unintentional benefit gained by moving into/out of melee range

The problem, as I see it, is the undue advantage in distance gained from hopping relative to a non hopping foe (chased or chasing) during the period they have airtime (I could be wrong)

To my mind this affects everyone equally in isolation, be it a hopping mdps using it to close in on a non hopping target just as it affects a hopping AM trying to escape a non hopping Choppa.

Casters and healers may "feel" it more as it is a crutch more often utilized by them, nevertheless it is an unintended benefit that doesn't care whether you are tank, melee, caster or heals, assailant or victim. If a solution removes the problem and kiting tools are found to be inadequate, I feel it is a loosely related but different issue altogether

If the problem exists in the amount of x-axis ground gained whilst hopping to be e.g. 15% more than intended then applying a (x-axis ideally only) speed reduction % * relative inertia, whilst in midair from a jump could be one solution. It doesn't impair the number of jumps (for those that use obstacles to tie up assailants), it brings the distance gained back in line with what it ought to have been

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Renork
Posts: 1208

Re: Changelog 17.02.2016

Post#127 » Wed Feb 17, 2016 6:48 pm

Ley wrote:As mentioned before by many staff members and players, changes can be always made. Things don't have to remain as they are. Just give it a little bit of time.

Thanks for the updates, your work is very much appreciated :)
Everyone who is not "new" to private servers should know how corrupted other private servers are. You will never find a server like ROR that allows you to have open communication with developers. At the same time, you have abusive players who nothing but belittle the developer team here because of that. If you do not agree with a change, then create a thread in the suggestions thread, provide a video or screenshots and explain why this chance is "horrific" to your gameplay. A lot of the people here who are claiming they use it for "strategic" advantage are so full of it (not all). I myself was a bunny hopper on my magus, and the advantage it provides is huge. There is absolutely no reason to instigate fights and bash the team that allows you to play this game for free.

Wrathson

Re: Changelog 17.02.2016

Post#128 » Wed Feb 17, 2016 6:52 pm

"bunny hop warp exploit."

What the hell is that?

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Bozzax
Posts: 2609

Re: Changelog 17.02.2016

Post#129 » Wed Feb 17, 2016 6:56 pm

Great update thx!

Love the radar downgrade and I like the change to bunny hop
Last edited by Bozzax on Wed Feb 17, 2016 6:59 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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geraldtarrant
Posts: 254

Re: Changelog 17.02.2016

Post#130 » Wed Feb 17, 2016 6:57 pm

geraldtarrant wrote:I tested it already, and for example getting slow debuff in Battle for Praag for jumping through fences its just retarded.
Instead of giving advantage it gives penatly. I will test it more soon, but for now i only see decreasing of strategical options and clever use of terrain.
laughinman wrote:
geraldtarrant wrote: Instead of giving advantage it gives penatly. I will test it more soon, but for now i only see decreasing of strategical options and clever use of terrain.
That's quite a long name for bunny hopping, but doesn't change it's intent. Which is, in fact, game warping in a negative way.
Please dont quote my words without context.
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