I hope this jump-snare is gonna work on pounce too. ..
- joke!
Changelog 17.02.2016
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Re: Changelog 17.02.2016
Deadlakes (Marauder)
Shoreditch (Zealot)
Vhannos (Chosen)
Shoreditch (Zealot)
Vhannos (Chosen)
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Re: Changelog 17.02.2016
well this or also work aroudn x-y-zToldavf wrote:Or just don't let the server update your position with every jump.
when jump z is the z of the before jump while x-y still get calculate z get calculate again when landing.

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- Posts: 37
Re: Changelog 17.02.2016
Amazing!Dana wrote:
- Enemy should no longer appear as dots on the map.
- laughinman
- Posts: 11
Re: Changelog 17.02.2016
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.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.
A witty saying proves nothing
- Voltaire
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Re: Changelog 17.02.2016
I hope this helps server stability, I heard too much jumping move stuff in racks
Re: Changelog 17.02.2016
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
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
Re: Changelog 17.02.2016
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.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
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Re: Changelog 17.02.2016
Great update thx!
Love the radar downgrade and I like the change to bunny hop
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
- geraldtarrant
- Posts: 254
Re: Changelog 17.02.2016
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.
Please dont quote my words without context.laughinman wrote: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.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.
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