Like others have said you do sort of learn how to deal with it.
I play with 150-250 ping and I get by, the grass isn't necessarily greener on the RDPS side with abilities being randomly interrupted by lag etc...
Melee Range Problem
Re: Melee Range Problem
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Re: Melee Range Problem
I distinctly remember there being a melee range attack issue back in the early days of live - I don't know if this is that same issue reincarnated or not, but it feels very similar. I seem to remember a lot of talk about net code. That issue was eventually addressed and patched making it less noticeable (it kind of felt like a band-aid fix).
In my opinion, what makes the melee range issue so problematic isn't having to adjust your play-style and employ 'leet' leading skills. I've been leading forever now to accommodate for latency (on many genres of games), but what sets WHO apart is the collision detection. I can try to run ahead of someone all day with the intention of leading a melee hit, but their character model consistently walls me off and pushes me away despite not even being in range. If collision detection is client-side (which I would imagine most of it is), it would also be affected by latency, and that really makes it difficult to anticipate, if even possible - since you'd have to drop your collision box to make a real attempt to hit a ghost while his body is in the way.
In my opinion, what makes the melee range issue so problematic isn't having to adjust your play-style and employ 'leet' leading skills. I've been leading forever now to accommodate for latency (on many genres of games), but what sets WHO apart is the collision detection. I can try to run ahead of someone all day with the intention of leading a melee hit, but their character model consistently walls me off and pushes me away despite not even being in range. If collision detection is client-side (which I would imagine most of it is), it would also be affected by latency, and that really makes it difficult to anticipate, if even possible - since you'd have to drop your collision box to make a real attempt to hit a ghost while his body is in the way.
- magter3001
- Posts: 1284
Re: Melee Range Problem
Pro-tip... stop colliding with the enemy.Rynmarth wrote:I distinctly remember there being a melee range attack issue back in the early days of live - I don't know if this is that same issue reincarnated or not, but it feels very similar. I seem to remember a lot of talk about net code. That issue was eventually addressed and patched making it less noticeable (it kind of felt like a band-aid fix).
In my opinion, what makes the melee range issue so problematic isn't having to adjust your play-style and employ 'leet' leading skills. I've been leading forever now to accommodate for latency (on many genres of games), but what sets WHO apart is the collision detection. I can try to run ahead of someone all day with the intention of leading a melee hit, but their character model consistently walls me off and pushes me away despite not even being in range. If collision detection is client-side (which I would imagine most of it is), it would also be affected by latency, and that really makes it difficult to anticipate, if even possible - since you'd have to drop your collision box to make a real attempt to hit a ghost while his body is in the way.

Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands
Grelin of Magnus/Badlands

Re: Melee Range Problem
If only everyone didn't drag their bounding boxes 5ft behind them. The best part is when I'm trying to connect a melee ability on a healer standing still, and it says 'out of range' the whole time, all the while I'm running straight ahead anticipating s/he was probably running away, and after everything updates, I'm still out of melee range and the healer is running away right infront of me, but had I not been halted by the collision 3s earlier, I would have covered so much more ground. But there's no way to know if they were moving or not, and trying to lead, thinking they were, STILL doesn't pay off half the time.magter3001 wrote:Pro-tip... stop colliding with the enemy.Rynmarth wrote:I distinctly remember there being a melee range attack issue back in the early days of live - I don't know if this is that same issue reincarnated or not, but it feels very similar. I seem to remember a lot of talk about net code. That issue was eventually addressed and patched making it less noticeable (it kind of felt like a band-aid fix).
In my opinion, what makes the melee range issue so problematic isn't having to adjust your play-style and employ 'leet' leading skills. I've been leading forever now to accommodate for latency (on many genres of games), but what sets WHO apart is the collision detection. I can try to run ahead of someone all day with the intention of leading a melee hit, but their character model consistently walls me off and pushes me away despite not even being in range. If collision detection is client-side (which I would imagine most of it is), it would also be affected by latency, and that really makes it difficult to anticipate, if even possible - since you'd have to drop your collision box to make a real attempt to hit a ghost while his body is in the way.

- magter3001
- Posts: 1284
Re: Melee Range Problem
So half of the time it does pay off?Rynmarth wrote: STILL doesn't pay off half the time.

In all seriousness though, what I try to do is always anticipate where they will go by asking myself "If I was a pro AM, where would I go?"... that usually helps me out. Though sometimes those AMs prove to be unpro and just stand there thinking they can tank my damage until they realize they can't.

The melee range bug is a problem for certain classes more than others. For example, WE and WH have it by far the worst of any class in the game when it comes to the melee range bug (was same on Live) because they don't have a melee snare (only range). On top of that, they don't have charge. Tanks have it the easiest out of the melee classes because of their snares (no uptime) and the other 4 melee classes have it a lil' easier because at least they HAVE a melee snare.
If the problem becomes too much to bare though, I would advise playing either a ranged class, a healer, or a tank as the latency issues may not get solved anytime soon, if ever.

Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands
Grelin of Magnus/Badlands

Re: Melee Range Problem
you only have to play two pc side by side to see the problem. there about 25 feet differences on both sides one pc ur toon will be 25 feet ahead of the other and on the other one its the other way around it has been this way for a long time allot of players back on live were called cheats for this by the players trying to kite/runaway on their screen they were way out off melay range but on the other toons screen they where right on top of them it got rilly bad when server laged more or if u had high ping. getting back stabbed by a wh at 30 feet was not fun. but that's what happes when one player is from the us and i am from aus he pings under 80 where as i ping from 300 to 700 maby even more this was back on live
Re: Melee Range Problem
on a side note is there a way to ping the eu server and are there ways of lowering it apart from wiping my hamster running wheel powered internet lots of hamsters die that way.
Re: Melee Range Problem
Playing as a tank I have also noticed these problems that OP mentioned.
Weird melee range on abilities, might need a slight increase on them.
Weird melee range on abilities, might need a slight increase on them.
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Re: Melee Range Problem
Man i wish i had 100-200 ms, from here in Aus im sitting on 450-600...needless to say I play a tank so i live long enough to land a couple of skills
Re: Melee Range Problem
Don't you think, this is a latency problem in general?
I'm playing from switzerland and never had any issues like that. (Good ping since the server is in europe)
The only thing that i experienced, was a bug with "Go For Da Soft Spot" that it did not work even when I was standing behind an enemy but every other skill was working as intended.
Boogiewoogie
I'm playing from switzerland and never had any issues like that. (Good ping since the server is in europe)
The only thing that i experienced, was a bug with "Go For Da Soft Spot" that it did not work even when I was standing behind an enemy but every other skill was working as intended.
Boogiewoogie
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