Pistoleer Archive

Thread: Update- what's going on

jakak
Sat Oct 18, 2003 3:21 pm
#14

I am a tkm and i think i can shed some light on this... even with lunge at 15m, it's utterly USELESS in pvp. All thanks to the candy ass server code. I could be running on top of a running rebel and use unarmed lunge and it'll stay "target is out of range". There is a 1-4 seconds lag between client and server depending on server population. So theyr'e increasing the range of melee in a poor attempt to compensate for their sorry server coding. so even if we do get a 12m increase or wahtever, most won't have to worry since targets will still be out of range. melee will alway be at a disadvantage until they redo the server code.
jakak
Sat Oct 18, 2003 3:40 pm
#15

yeap as it stand right now using a vk you can only hit 3m withing your reach. and with the different position the server read from different ocmputers, you'll never really hit the target unless you're sprinting in front of the target about 5m and with luck you'll knock em down. otherwise good luck trying to hit them while they're moving. i don't know how many time i sprint up to a standing still target and knock em down and suddenly get the msg "target is out of range". then i see their body sliding around on the floor at least 5-10 m in whichever direction.
ur86d
Sat Oct 18, 2003 3:42 pm
#16


The fact still remains, that if the server range is 3m off it is 3m off no matter what profession, and if you arent going to take into account how that effects all professions modifiers, then what is the point in having any modifiers at all?


I don't like half-@ssed coding either, so why let them get away with even more? range is range period doesnt matter what combat profession you play if the server is off by any amount it effects us all to some degree.




__________________________________________________________
"I kind of miss the days when games were judged on their game-playing merit alone. I'm a little concerned about how far we (the game industry) are into the licensed four-page-ad marketing blitz era these days, which may be a natural evolution of the industry. But I'm always worried when we put more emphasis on glitz and production values than on the game. That's a trend that looks good for a while until you realize there's no game industry any more." ~ Sid Meier
deadnewbie
Sat Oct 18, 2003 4:03 pm
#17

The problem isn't half ass coding. The problem is that computers can't do calculations faster than the speed of light.




Imperial Minister of Information
ur86d
Sat Oct 18, 2003 4:12 pm
#18






deadnewbie wrote:

The problem isn't half ass coding. The problem is that computers can't do calculations faster than the speed of light.






Ok maybe half-assed is too strong (i'm just in an ornrey mood, heh heh), but lets call it what it is nonetheless rushed coding and it does have an effect on this issue, Other MMORPG's i've played didn't have position check problems to this degree (on most days)



__________________________________________________________
"I kind of miss the days when games were judged on their game-playing merit alone. I'm a little concerned about how far we (the game industry) are into the licensed four-page-ad marketing blitz era these days, which may be a natural evolution of the industry. But I'm always worried when we put more emphasis on glitz and production values than on the game. That's a trend that looks good for a while until you realize there's no game industry any more." ~ Sid Meier
deadnewbie
Sat Oct 18, 2003 4:24 pm
#19

Most of them didn't do anything with ranges. A good number of them have some very huge leeway in terms of position. Most of the position code in DAOC for example is very fudged. I used to be be able to apprach a target from the side and pull off a perforate artery without difficulty. Perforate artery needs to be done from a front position.


SWG is really the only one that added range into the game and gave you a way to measure range.




Imperial Minister of Information
ur86d
Sat Oct 18, 2003 4:36 pm
#20






deadnewbie wrote:

Most of them didn't do anything with ranges. A good number of them have some very huge leeway in terms of position. Most of the position code in DAOC for example is very fudged. I used to be be able to apprach a target from the side and pull off a perforate artery without difficulty. Perforate artery needs to be done from a front position.


SWG is really the only one that added range into the game and gave you a way to measure range.






yeah but there is a big difference between, being able to pull off an attack that needed to be front possition,on the side of a movingPC, and not being able to pull off any attack anywhere near an opponent, so what might have been a 1m fudge factor in other games, like the one you mentioned, (where you could visably see that you were close to the opponent) is a 10+m fudge factor in this game...when you get a chance stand 10m away from a character (NPC or PC) in this game, and then move your camera to a side position and look at how far away you will be hitting in melee, it's a Looooooooooooooooong distance. then stand 15m away and do the same it's crazy man. you can fit 8 PC's (who are 6ft tall in game) head to toe between the two melee combatants and still hit with lunge.



__________________________________________________________
"I kind of miss the days when games were judged on their game-playing merit alone. I'm a little concerned about how far we (the game industry) are into the licensed four-page-ad marketing blitz era these days, which may be a natural evolution of the industry. But I'm always worried when we put more emphasis on glitz and production values than on the game. That's a trend that looks good for a while until you realize there's no game industry any more." ~ Sid Meier
Randonb
Sun Oct 19, 2003 1:06 am
#21

Well jeepers, this thread is hijacked.


Thanks for the update, Jaegen!


*starts petition to have "correspondent" changed to "bearer of bad news"*






"...You're going to find that many of the truths we cling to depend greatly on our own point of view." biwan:
Former Pistoleer Correspondent (02/04/04 - 09/05/04)
deadnewbie
Sun Oct 19, 2003 4:43 am
#22




so what might have been a 1m fudge factor in other games, like the one you mentioned, (where you could visably see that you were close to the opponent) is a 10+m fudge factor in this game



You have no idea what the fudge factor is. None of the other games gave you any way of measuring distance. It could be 10+m fudge factor. You'd never know because there was nothing that told you how far away something is. There was range but it's not like you could tell if you were in it or out of it until combat happened.




Imperial Minister of Information
ur86d
Sun Oct 19, 2003 7:50 am
#23






deadnewbie wrote:




so what might have been a 1m fudge factor in other games, like the one you mentioned, (where you could visably see that you were close to the opponent) is a 10+m fudge factor in this game




You have no idea what the fudge factor is. None of the other games gave you any way of measuring distance. It could be 10+m fudge factor. You'd never know because there was nothing that told you how far away something is. There was range but it's not like you could tell if you were in it or out of it until combat happened.







dude, i could/can see it with my own eyes,do what i told you and you will see it too, its out rageous, and you couldtell if you were in or out of range before attacking inDAoCthat game had ranged classes as well,and an archer for instance could not shoot unless they were in range, only difference is you had to kinda feel it,there were no numbers provided.


But thats besides the point , no matter what the fudge factor is, it must be applied to ALL professions otherwise it's a stealth nerf to ranged combat, you cant fudge on either end of the spectrum here and just forget about how it effects the rest of the professions, range issues effect us all. it's a domino effect , all professions have optimal ranges based off each others ranges,lowest to highest they are melee, pistoleer/carbineer, and rifleman..




__________________________________________________________
"I kind of miss the days when games were judged on their game-playing merit alone. I'm a little concerned about how far we (the game industry) are into the licensed four-page-ad marketing blitz era these days, which may be a natural evolution of the industry. But I'm always worried when we put more emphasis on glitz and production values than on the game. That's a trend that looks good for a while until you realize there's no game industry any more." ~ Sid Meier
shingentek
Mon Oct 20, 2003 1:11 am
#24

ok i am melee and pistolier so i have perspective. the reason melee range has to be extended is because on my screen in my house it shows me right on top of a fleeing ranged combatant but yet the actual distance is further so i cant even swing at the person. Lastime i played i had no problem shooting someone with my pistolwhile running, i may have missed ,but at least i got to shoot. Right now melee cant hit on the run,thats not fair,whatever they have to do to fix it is justified. PS they raised the range, but that doesnt mean I dont still have to be right on top of a person to hit them on the run.Right now i cant ,this just givesme a chance! TEKEDA , FENCER -PISTOLIER-ECLIPSE



Tekeda Shingen

The Bothan Bakery
--- 12 pt Master Chef --- Master Artisan --- Master Merchant---
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gunner4life
Mon Oct 20, 2003 1:32 am
#25

it works both ways my friend, i often see a tka who is well beyond mellee range, all of a sudden i am knocked out and requesting clone activation.



iii captain oahep acto iii
lll sepaku lll
shingentek
Mon Oct 20, 2003 2:09 am
#26

Yes but we can always shoot our pistol when in range.atm melee cant even swing.i see your point ,but right now ranged can get their shots off on the run melee cant. what do you suggest?Am i being redundant good!





Tekeda Shingen

The Bothan Bakery
--- 12 pt Master Chef --- Master Artisan --- Master Merchant---
Vedors At
Kaadara, Naboo 5809 x 6691
Mos Eisley, Tat 3644 x -5756
Mesric City, Dant 857 x 4722
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