Swordsman Archive
Thread: EMAIL TO THE DEVS (Draft) 08/17/03
But that's the thing: this isn't the whole ranged kiting problem. The thing was motionless. It just stepped back and didn't move, but I was out of range. Another meleer in my group at the same problem. In order to get in range I had to step forward, and then it would take a step back. I could get into range, but it just kept moving away. So, eventually I just started running back and forth through it, in a futile effort to stay in range, causing a sort of bizarre dance across the countryside.
I think the problem is their melee range is determined from their head or something, but their hit location is only in the middle of their body-- something like that.
Mob tries to position itself in its ideal melee range - head 3m from you.
Range from you to mob (center of mob) is now 3m + 1/2 size of mob.
If the mob is large enough, you are now out of range.
Yay!
I thought I was going crazy. While fighting giant peko peko's or peko peko albatross's I have to constantly be running to where I see the dot on radar to be able to hit them. Needless to say this impacts my to hit ratio and is overall not good. Recently I have been able to resolve the problem by continuous posture down and get them laying on the ground and not moving, but up until that point it was ridiculous, I had to continuously spam head hit while running around in circles chasing a dot on the radar.
Gorecki... I just read on dev tracker on the things for combat thread... They have added a 30 second timer for all knockdown AND POSTURE CHANGES.....
If they add a 30 second timer for anything that does posture change we are going to have HALF of the swordsman moves invalidated for 30 seconds at a time. No area attack 1,2 or 2 sweep 1 2 except every thirty seconds. I mean maybe they just mean the posture change wont happen... but I doubt that. It might mean we wont be able to use those moves..like lunge until 30 seconds have passed. Which means we will still be easily kited.
Thanks Ksyick...
..i guess you have seen this post ?:
http://forums.station.sony.com/swg/board/message?board.id=swordsman&message.id=3188
WibbleNZ wrote:
Mob tries to position itself in its ideal melee range - head 3m from you.
Range from you to mob (center of mob) is now 3m + 1/2 size of mob.
If the mob is large enough, you are now out of range.
Yay!
Well that's great, but it's ridiculous when I'm standing there withing 1 foot of its head and unable to hit. Also why was /follow leaving me out of range?
Something was messed up. /follow thought I was on top of the mob and wouldn't bring me in closer, however I really was not due to my inability to hit.
I understand larger mobs having longer range, but unless my guy was stupid and unable to swing at anything besides the main body, the situation doesn't make any sense. ![]()
I killed a malkloc on Dathomir and had the same thing happen. It kept backing off to a range of like 7m where it could hit me, but not vice versa. Visually,I wasplenty close enough to hit it, but the range was reported as 7m,I guess because that's how far away the center of the thing was.So in order to land any hits, I had to keep advancing into it and try to stayunderits belly,all while it was noodling around trying to getaway from me.It was pretty ridiculous.
When you're face to face with something,you should be able to hit it.There needsto be an adjustment to the range reporting formulafor melee purposes - something thattakes into account the size of the monster and not just how far awayits center is.
Perhaps send something out about our defenses not working? Or is that more of a general brawler type thing?