First off I want to say that I appreciate everything done by the Developers of Return of Reckoning and the people at WarEmu.
A big issue with melee in its current state is how the server calculates and handles lag either from the player, server, normal ms caused by distance between the server, or any combination these.
Here is an example situation: Melee Choppa runs up next to the enemy player. The enemy player reacts by running away and the Choppa follows. From the Choppa's perspective the enemy is right in front of him in melee range, which the client and current information received from the server is showing the player. As the Choppa chases him he uses a ability to do a melee attack and slow the target. The client then should send the information back to server to check distances and relay that information back to the Choppa's client telling him whether or not he is in range. If he is indeed in range the attack animation should go off and it should deal damage and slow the target; however, currently the Choppa's client triggers the attack animation and appropriate sound effect regardless of if the server acknowledges the hit.
Now this is a triple negative for the melee player. Not only can he not attack the player currently right in front of him when his target is moving but ALSO tricks the player into thinking the attack went off even though the server didn't register the hit; furthermore, if the ability that was used has a cool-down then that also is triggered by the server regardless if it even calculated the hit!
Lastly, on top of all this there is a issues with the target that the current player has in some cases. When the target "bugs" out all abilities will seem to go off and play the animation but in reality it is just bugged, which causes nothing to happen. To fix this you must clear all targets and re-target. This is the way I found that fixes it when it happens.
Current Status of Melee Combat
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- amputationsaw
- Posts: 629
Re: Current Status of Melee Combat
I was always wondering what the reason could be for that. Lag is possible for sure but I always thought that the abilities were sometimes buggy in PvP battles.
It sure is a great issue which needs a big priority
It sure is a great issue which needs a big priority
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