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Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 5:54 pm
by geraldtarrant
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.
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 5:58 pm
by TenTonHammer
How many fences are you leaping through in BfP?
The first jump dosnt slow you
All the obstacles in bfp that I can think of can be curcomvented in one
Atmost 2 jumps
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 5:59 pm
by taccr
The netcode needs an overhaul to fix the issue.
I understand the reason about this bandaid but I don't like it at all.
With this change you are only addressing the warping problem. Meanwhile about 80% of my BG punts are more than 45° off because of desynced character positions. The percentage is even higher if the target is not stationary.
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:02 pm
by porkstar
Dana wrote:
["Exploits"][/b]
- Added a little something to deal with players who are cheating by using the bunny hop warp exploit.
How will this affect abilities such as blunderbuss -blast in which you have to jump-turn-shoot in order to use it on the move? Also, how will this affect jumping multiple times in order to escape multiple bodies restricting your movement due to collision?
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:03 pm
by Tklees
I offered a solution, cost ap or put a CD on jump (if you don't want me to jump more than once every two seconds don't let me) while in combat. And I explained why this is a nerf to cloth healers and rdps, while being a buff to the already prominent 2 tank, 2 melee, 2 dok/WP meta. I agree that a change must be made to this exploit but I think other options should be considered to keep the integrity of rdps and cloth healers.
My two cents.
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:03 pm
by geraldtarrant
When im followed by dps focusing me i used to rejump fence i already jumped in different way if someone follows with jump to the side im already on. So jumping here and back its impossible for now. Add that snare and RKD has more chances to ground me there and let that mdps who failed jumping catch me.
Im not even saying anything about strife change while jumping.
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:06 pm
by bloodi
I love haikus while jumping over fences
I jump passt them in 1 jump like a fiend
Just like i could write a paragraph instead of 4 sentences
But i like it much more when i write like a bellend.
But now for real, if you really think every obstace is just 1 jump, we are playing different games i guess.
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:08 pm
by Ley
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

Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:09 pm
by porkstar
Zeviun wrote:
Jumping is a great way for a kiter to quickly remove finger from a movement key and do another key combination and still keep moving in the same direction without the need for awkward reaching on keyboard. Sometimes a need may arise to do this repeatedly.
^This - Bunny hopping for various reasons existed long before RoR's de-sync issue.
Re: Changelog 17.02.2016
Posted: Wed Feb 17, 2016 6:21 pm
by Vigfuss
The only good solution to jumping I've seen is having it consume some AP.
Server / Client character positioning on RoR is really terrible, and even more so for people with high ping. If I have people moving beside me while mounted it looks like they are actually 60 to 80 feet behind me on my client. I think this is a more important issue, and is a bigger part of the problem with jumping.