Fencer Archive

Thread: Cant attack while moving: a Myth

Digerati
Thu Aug 21, 2003 5:36 pm
#1

I just want to squash a myth here so we can all get on to figuring out what we do need to do to help fix the melee vs. ranged problem.


We CAN hit while moving.


Everyone who doubts me, do this simple experiment.


Find a simple mob. A hermit Spider for example. Stand out of melee range from it. Type '/attack' to initiate combat. Now hit your autorun button. Now run in circles around and around the spider until, guess what, you killed it! And your still autorunning...so you just attacked while moving.


I just thing this needs to be shown to everyone so that we can stop asking the Devs to implement 'hitting while running' when there probably scratching there heads going, 'Hmm...seems to work to me?'


The real question now is, what should they fix? Easier to judge range? More range? ... I dunno...it's up to you guys from here.

sollog
Thu Aug 21, 2003 5:50 pm
#2

First, it's really difficult. Sure, it's easy to hit a target while running when it's chasing you. But reverse the situation and try hitting something while moving when it's running away from, then factor in lag. It sometimes become impossible. And that's just autoattack. Try hitting someone on the move with a special (besides lunge). It's no myth I assure you. It's a genuinely annoying and frustrating problem. It's gotta be one of the top 3 brawling issues right now.
_Tlaloc_
Thu Aug 21, 2003 5:52 pm
#3

I think everyone knows you can hit while moving...


The problem is the server and the client are never completely sinced - for many reasons, mainly lag.


Since the range on melee weapons is very short, it is simply very hard to get the server to believe you are actually in range of your target when you are moving.


If you can get a friend to duel you, and thetwo of you start jogging beside eachother, you'll discover that you will start hitting them after a few seconds. This is how long it takes the server and client to start agreeing on your actual location with respect to eachother. Now imagine that person is actively trying to avoid you and you'll see the situation we have in PvP now.


I think a /stick [distance] command that the server is forced to believe would make melee while runningwork much better.


As you suggested, simply increasing the range of melee weapons might help too. However, any solution based on perceived distance between objects (totally reliant on the server and client being in sinc) is going to drastically favor those with the lowest network latency - which i don't feel is entirely fair.


- Washu

Digerati
Thu Aug 21, 2003 5:58 pm
#4

I wholeheartedly agree with both of you. I just think we have to get the facts straight for when we speak to the Devs.


This is taken right from the Brawlers wish list:


4) Accuracy and Hitting While Moving – Brawlers receive a –5 combat to hit modifier when in optimum range. They are also the only class that can’t hit while moving.


so obviously, some people think we can't. Asking them to make it so we can isn't the fix.

Cephas_
Thu Aug 21, 2003 6:10 pm
#5

Okay... we can't hit while chasing then.


Your example of hitting a mob while running around is basically where you have a mob which is placed server side, constantly trying to keep in melee range of you.


In pvp we're trying to chase targets that are sending their positions from their client to the server, then coming to us... it's apples to oranges.




Zephas, Fencer/Creature Handler (Radiant)
Cephas, Master Musician, Master Entertainer (Bloodfin)
MadVlad, Bounty Hunter (Bloodfin)
Cephas, Expert 1h Swordsman (Test Center)
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