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20% slowdown if you jumping in combat?

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Gnash
Posts: 206

Re: 20% slowdown if you jumping in combat?

Post#51 » Tue Feb 23, 2016 6:53 am

Nekkma wrote:
Razid1987 wrote:That moment when you realize that some people actually don't read patch notes for the game they are playing.
Spoiler:
Image
To be fair, there is nothing about a snare in the patch notes. It only mentions that something have been done about an exploit.
This is a little confusing and a bit more frustrating: when approaching any objective in every SC one of the keys, imo, granted, I'm no0b; is to approach the obj. asap and cap asap to begin kill count additive (welcome corrections btw). The shortest path is, most often, a straight one. Quite often I will jump obstacles to meet that criteria; at fort (from Dest) I will slip between the two rocks at top of ramp, hard left, and jump twice over the obstacles between me and the bridge, and usually after hitting charge; in Tor Anroc, from top of bauble spawn, I'll hit charge and leap the obstacles (rock piles) in an attempt to make as straight a path as possible, hence the shortest, enroute to the bauble-holder (on Order). IIRC, every SC has these obstacles, and with collision detection, if there's 2-4 Order at one of these obstacles, between me and whomever I've targeted, my charge is wasted and I'm now a huge burden to heals... and usually dead in a few seconds.

I'm not "Dev-savvy", so I'll make a request, humbly: Instead of the "slow", would it be possible to remove all ground obstacles in SCs and lakes (sooooo unrealistic, methinks)?

What if, instead, there was an algorithm that detected space bar "mashing" versus a few quick obstacle-clearing hops? A simpler request: make the slow only 3-5% and morph the offender into a "Harvey-esque" toon in a fuzzy, lop-eared bunny suit for X-hours, but make it look REALLY stoopid, and sound stoopid, like it's had too much ale or some such. Something unoffensive to anyone, but really visually embarrassing to the exploiter. Or remove jump completely? IDK. Just two cents and worth even less, but this something that, in my uneducated experience, is gonna really bum more than a few legit players out.
BTW: I've never (to my knowledge) been reported for the jumpsploit, and no enemy's ever harassed me about such a thing. Just FYI :mrgreen:

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Nemoel
Posts: 63

Re: 20% slowdown if you jumping in combat?

Post#52 » Tue Feb 23, 2016 7:06 am

There is barely a fix for warp exploiting going live suddenly everyone get stucked in terrain objects. If you get stuck in a terrain object just release your move keys for a sec and the engine will set you free from itself. There is no need to spam your jump button to get free so this is a really bad argument. It takes the same amount of time to get free by releasing the move keys like pressing the jump button twice or more. If it were up to me i would give such people who think they would play especially well but just only exploiting in reality a 99% slowdown.
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Gnash
Posts: 206

Re: 20% slowdown if you jumping in combat?

Post#53 » Tue Feb 23, 2016 7:25 am

Nemoel wrote:There is barely a fix for warp exploiting going live suddenly everyone get stucked in terrain objects. If you get stuck in a terrain object just release your move keys for a sec and the engine will set you free from itself. There is no need to spam your jump button to get free so this is a really bad argument. It takes the same amount of time to get free by releasing the move keys like pressing the jump button twice or more. If it were up to me i would give such people who think they would play especially well but just only exploiting in reality a 99% slowdown.
My concern has nothing to do w/getting stuck in terrain (okay, maybe in a broad, tertiary sense...). I addressed specific instances where, after hitting the space bar a second time, in specific scenarios (and Scenarios, lol) along with CHARGE is now, after close to 5 years play style, with same main class, regarding the specifics I typed, is being punished by making me target numero uno... what is charge even for then, let alone jumping legitimately?

And regarding the "suddenly" comment: I peruse forums often; I've not once, since November of 2014, seen a post about this. Not that I've searched for it, but as often as I 'forum' one would think I'd see this subject on the front-page-omg-nerf-posts, yes? However, this isn't about just me, so I'll acquiesce, but the lack of logic in "pro" camp just isn't logical. Logically, and without emotion, help me understand how the current 'fix' is 1)actually a fix for the greater good, and 2) considering terrain objects between attacker and target, what do you, realistically recommend one in my position do (besides bending over and kissing my ass goodbye) to work around this legitimately? (not a challenge to you/anyone; I simply want to understand how this is an effective change FOR THE GREATER GOOD of our world. Thanks in advance, Cheers, and Good Hunting :mrgreen: )?
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Nycta
Posts: 95

Re: 20% slowdown if you jumping in combat?

Post#54 » Tue Feb 23, 2016 7:54 am

I can see the future... All pvp will be strictly limited to a huge corridor, absolutely empty and flat, where people with 3 keybinds will be farming each other with flavor of the game premades... Oh the fun!

Grats guys, an mmo for the braindead! We 'll get more WoW players too!!..

p.s: Work on the toons' AI too.. I shouldn't have to think to play a damn game!
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Scrilian
Posts: 1570

Re: 20% slowdown if you jumping in combat?

Post#55 » Tue Feb 23, 2016 8:01 am

Still first two hops enough for some dessies to bunnyhop away from me ganking :C
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Nycta
Posts: 95

Re: 20% slowdown if you jumping in combat?

Post#56 » Tue Feb 23, 2016 8:06 am

This is not developing, this is butchering. If one fails to go over an obstacle when chased by jumping once, something very much and very often affected by lag spikes and fps drop, then he has to choose between a snare and going around it, both most likely to get him/her within the pursuer's range.

If a player base can't overcome minor gameplay issues, continuing down this road in developing will only take the whole experience to a mechanistic hell of boredom. And of course, both parties are responsible for this.

If you plan to go down that way, we shouldn't be wasting time on an "Age of Reckoning 2".
Yipikaye - "It doesn't taste like chicken!.."
Play - "Winds of Insanity trololol, omnomnom!"
Nycta - "Not again!.."
Jumaru - "Tenderness beats harshness!"
Oblivion - *Beckons..*

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Luth
Posts: 2840

Re: 20% slowdown if you jumping in combat?

Post#57 » Tue Feb 23, 2016 9:27 am

Sulorie wrote:
Bozzax wrote:Add a +combat check :)
Usually you are in combat, when you have to kite. ;)
A snare out of combat is only a minor annoyance.
Bozzax wrote:Ofc but there is really no reason IMO to not add it :)
It does only work in combat since the beginning afaik.

Edit: just tested it; works definetely only in-combat.

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chytalein
Posts: 22
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Re: 20% slowdown if you jumping in combat?

Post#58 » Tue Feb 23, 2016 9:36 am

Fulkan wrote:AND NOW!!!

F. I have to count how many times I **** jump in combat on top of dealing with all that bullshit.
Then you better write a sweet addon which gives you a REALLY FREAKIN' BIG number above ur head,
telling you how many stacks of "bullshit" you're having right now :D

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Bozzax
Posts: 2621

Re: 20% slowdown if you jumping in combat?

Post#59 » Tue Feb 23, 2016 10:09 am

Luth wrote:
Sulorie wrote:
Bozzax wrote:Add a +combat check :)
Usually you are in combat, when you have to kite. ;)
A snare out of combat is only a minor annoyance.
Bozzax wrote:Ofc but there is really no reason IMO to not add it :)
It does only work in combat since the beginning afaik.

Edit: just tested it; works definetely only in-combat.
Ok thx!
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Ghostweed
Posts: 183

Re: 20% slowdown if you jumping in combat?

Post#60 » Tue Feb 23, 2016 10:34 am

This change is quite unfortunate as Devs litteraly killed the destro rdps kiting and didnt solve anything. One can still warpjump as I witnessed yesterday and as my guildies told me. I was not using the warpjump and now its almost imposibble to kite around the slightly difficult terrain.

This was a really bad change, u are killing the Gobos pretty hard as there is NO RKD (Order got 2) on Destro side so only selfdefence is kiting (and 1 selfpunt on SH).

U can strightly implement that if one meets Gobo he get kill and drop imidiately, why try to fight anyway?

Bravo Devs bravo :roll:
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