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Abilities triggered by movement possibly bugged/exploited/working as intended?

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Unstoppable1776
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#21 » Thu Mar 01, 2018 9:02 pm

Is there a bug that prevents people from taking fall dmg? Was chasing a WP a week ago and he goes to the edge of the bridge in DW jumps up and back off the bridge and survives the fall (I am had him in target and saw him mount up down below and ride off.
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Darosh
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#22 » Fri Mar 02, 2018 6:27 am

Unstoppable1776 wrote:Is there a bug that prevents people from taking fall dmg? Was chasing a WP a week ago and he goes to the edge of the bridge in DW jumps up and back off the bridge and survives the fall (I am had him in target and saw him mount up down below and ride off.
I guess you didn't manage to tie him up in combat? Sounds like the old .u exploit some folks made liberal (read: extensive) use of.
Natherul fixed it a while ago, atleast its usage mid fall ~ seeing as it is (theoretically*) basically a super tiny selfpunt (mechanically) it cancels out falldamage.

Could be wrong tho', and the WP found something else.

Abbd.:
Natherul wrote:
- Removed the possibility to use .unlock when falling so it cant be exploited to avoid fall damage
E: Added a word to initial post, *.

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NoRKaLKiLLa
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#23 » Fri Mar 02, 2018 8:08 am

Couldn't the self punt abilities be made to only last 2 seconds, after which the punt status is removed and the player falls straight down? Surviving a 200 foot drop because lolgetouttajailfreebutton seems cheesy no matter how you look at it.
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Tesq
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#24 » Fri Mar 02, 2018 9:39 am

NoRKaLKiLLa wrote:Couldn't the self punt abilities be made to only last 2 seconds, after which the punt status is removed and the player falls straight down? Surviving a 200 foot drop because lolgetouttajailfreebutton seems cheesy no matter how you look at it.

this, being punt into void is 1 thing which can be voluntary exploited to easy win some fights and houdl not be encourage; but uber self escape button trhough canyions is a bit lame.
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Mavella
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#25 » Fri Mar 02, 2018 9:52 am

NoRKaLKiLLa wrote:Couldn't the self punt abilities be made to only last 2 seconds, after which the punt status is removed and the player falls straight down? Surviving a 200 foot drop because lolgetouttajailfreebutton seems cheesy no matter how you look at it.
After this proposed nerf we can change charge to fall off when hit from behind so it can't be used to run away from battle. That's cheesy too after all.

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Alfinnete
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#26 » Fri Mar 02, 2018 10:58 am

The same for when Eng / Mag use pull. They pulled me hundreds of times between walls, doors, rocks, up a wall, down and this was all considered normal by GM / Devs ... if it is normal to imagine what is abnormal?

In the end, since they do not have a server running as a server, but a client as a server and a launcher that does not update the game and are not able to leave these things working correctly, it is best to consider these things normal and functional.

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wargrimnir
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#27 » Fri Mar 02, 2018 4:16 pm

Alfinnete wrote:The same for when Eng / Mag use pull. They pulled me hundreds of times between walls, doors, rocks, up a wall, down and this was all considered normal by GM / Devs ... if it is normal to imagine what is abnormal?

In the end, since they do not have a server running as a server, but a client as a server and a launcher that does not update the game and are not able to leave these things working correctly, it is best to consider these things normal and functional.
Through extensive testing, and more than a couple changes to the mechanic, we're currently satisfied that the pull mechanic is working properly and any discrepancy is related to lag/latency, slow or underpowered devices rendering poorly, or more likely the disingenuous cries of players that can't make sense of reasonable possibilities outside their little bubble of what they perceive to be proper.
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[email protected] for exploits and cheaters.
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Unstoppable1776
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#28 » Fri Mar 02, 2018 4:20 pm

Darosh wrote:
Unstoppable1776 wrote:Is there a bug that prevents people from taking fall dmg? Was chasing a WP a week ago and he goes to the edge of the bridge in DW jumps up and back off the bridge and survives the fall (I am had him in target and saw him mount up down below and ride off.
I guess you didn't manage to tie him up in combat? Sounds like the old .u exploit some folks made liberal (read: extensive) use of.
Natherul fixed it a while ago, atleast its usage mid fall ~ seeing as it is (theoretically*) basically a super tiny selfpunt (mechanically) it cancels out falldamage.

Could be wrong tho', and the WP found something else.

Smart and yeah that’s what I bet he did. Thanks

Abbd.:
Natherul wrote:
- Removed the possibility to use .unlock when falling so it cant be exploited to avoid fall damage
E: Added a word to initial post, *.
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Alfinnete
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#29 » Fri Mar 02, 2018 4:57 pm

wargrimnir wrote:
Alfinnete wrote:The same for when Eng / Mag use pull. They pulled me hundreds of times between walls, doors, rocks, up a wall, down and this was all considered normal by GM / Devs ... if it is normal to imagine what is abnormal?

In the end, since they do not have a server running as a server, but a client as a server and a launcher that does not update the game and are not able to leave these things working correctly, it is best to consider these things normal and functional.
Through extensive testing, and more than a couple changes to the mechanic, we're currently satisfied that the pull mechanic is working properly and any discrepancy is related to lag/latency, slow or underpowered devices rendering poorly, or more likely the disingenuous cries of players that can't make sense of reasonable possibilities outside their little bubble of what they perceive to be proper.
I will not discuss this with you as I would lose to Banhammer's power. ;)

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Darosh
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Re: Abilities triggered by movement possibly bugged/exploited/working as intended?

Post#30 » Fri Mar 02, 2018 10:17 pm

Mavella wrote:
NoRKaLKiLLa wrote:Couldn't the self punt abilities be made to only last 2 seconds, after which the punt status is removed and the player falls straight down? Surviving a 200 foot drop because lolgetouttajailfreebutton seems cheesy no matter how you look at it.
After this proposed nerf we can change charge to fall off when hit from behind so it can't be used to run away from battle. That's cheesy too after all.
Charge - any movement speed increasing ability for that matter - doesn't allow you to traverse terrain vertically without getting punished.

If someone charges out of a fight, you can catch them just fine using your mount ~ without any risk whatsoever.
If someone selfpunts of a cliff, you'll risk severely handicapping yourself through fall damge - if you don't go splat from the get go - even if you carefully slide/backpaddle downwards ~ mind you, in any case you'll have wasted your time trying, as the guy selfpunting off the cliff is long gone ... probably watching you awkwardly trying to get down from a safe distance, ready to pick you off if you fail a slide.

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