Teras Kasi Archive

Thread: PETITION : Make tka able to attack whil moving

LoBai
Mon Nov 10, 2003 11:16 am
#14






marteh000 wrote:

Ok.... heres what i discovered.


Just yesterday i went out, bought a router and took over myPC tomy friends house in RL who also plays SWG.


Just for fun we decided to to a test to see how bad the lag really is... Now here are the conditions


Cable connection


both PC's running 512MB ram (no more than a year old, dont feel like listing all the specs)


Ok... now we did a test that i would be on auto follow as he began to run.... on his screen i was 40m away from him but on my screen i was showing only 10m.


In another test it seems as if there is at least a 2 second delay of server lag... which would mean that if he began to move... i would not see it on my PC for about 2 seconds...


NOW, to me this is pretty bad lag... I feel either lag needs to be corrected some how or a range increase during PvP ONLY.


Back to the subject at hand... there is no problems while running and attacking it works just fine... how do you think that unarmed lunge hits when a target is trying to kite you (or any special for that matter).... if you had to stand still you would never be able to fight a ranged class PERIOD!!!







He's 100% correct on the server/client lag differential. I've done the same experiment. The 15m range should correct many many of the problems we're having, but we most certainly can attack while running...now, try this experiment: Have some creature chase you and just let yourself auto-attack it while running...hit don't you? Yes. Because there's no lag with a server-controlled creature.


The phenomenon you're seeing is the server/client delay, not that we cannot hit while running...you assumed...and yes...made a petition that made you and every that /sign'd it look like an @ss. Sorry.

marteh000
Mon Nov 10, 2003 12:44 pm
#15

NICE.... i hope its a fix in the sever/client lag issue and not an increased range fix.... I justdo think its normal that i can punch or kick somone from 15+ meters away. C'mon now, 15 meters is like 49 feet. I dont remember the last time that i got into a fight in RL and someone puched/kicked me from 15 meters away LOL.


Well reguardless, it would be nice to see at least some kind of fix




Thank You

Orerick Rudious (SL/Master Rifleman)
::: Phoenix Mercenaries (PXM) :::
(Radiant server)
Maraan
Mon Nov 10, 2003 3:02 pm
#16

Try using follow on someone and not attacking. You will follow them at a distance. As soon as you attack it's like the /follow becomes a /stick instead. I use this tactis and sometimes I even score hits even when it seems I am too far away.




---

Grinding is monkeys work... role playing is art.




Ynykk
Mon Nov 10, 2003 4:07 pm
#17

I sign for hit and run
DaForceUltra
Tue Nov 11, 2003 1:41 am
#18

yeh the lag is a real big problem for tka but theres also the fact the bodys move when you kd them thats pisses me off the most you kd your opponent and it will still say target out of range



-Pioter PowerS- (starsider) : Jedi Padawn
Ultamica (starsider)

Alwys a wookiee at heart
Petn
Tue Nov 11, 2003 6:40 am
#19

Agreed



Petn'
Colonel Imperial Army
I R NooB
The safest place in Korea was right behind a platoon of Marines. Lord, how they could fight!
MGen. Frank E. Lowe, USA; Korea, 26 January 1952

DaForceUltra
Wed Nov 12, 2003 9:48 am
#20

think about it if you use carbineer kd after they guy gets up and starts running even if he hase 1 hamp left your still scrwed becose you get the target out of range messeg even if you 1m awhy from him



-Pioter PowerS- (starsider) : Jedi Padawn
Ultamica (starsider)

Alwys a wookiee at heart
Mister_Heavy
Wed Nov 12, 2003 2:56 pm
#21

Just a point of clarification for my own sake. I'm currently treating the kiting problem and the out of range problem as 2 separate issues.


The kiting issues has to do with all brawlers being unable to ever catch a kiting opponent unless that opponent makes a serious mistake. Server sync issues make this problem worse, but aren't the root cause.


The OOR issues has to do with being in range according to your client, but out of range according to the server.



The Dev team has a work-around in progress for the OOR issue, but nothing in the works (AFAIK) for the kiting issue. It's on our top 5 list though, so I suspect we'll get some kind of response relatively soon.




Heavy
Kazlok Sizrith
-Teras Kasi Master-
-Novice Heavy Swordsman-
-Master Armorsmith: ret'd-
-Blademaster: ret'd-
-Master Commando: ret'd-
Vaedross
Wed Nov 12, 2003 3:34 pm
#22

No kiting solution??? Please put my suggestion in front of them! We need a kiting solution VERY BADLY!



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
Rohki
Wed Nov 12, 2003 4:10 pm
#23

I agree..but...my workaround is being a Master Smuggler


/panicshot; /lowblow; /lastditch


unequip FWG5...equip VK's


Holy COW!!!!


Tabcef
Wed Nov 12, 2003 4:19 pm
#24

15m....I'm pretty sure you are aware that 15 meters is about 45 ft. I don't think that any person has arms like that. I agree with you that not being able to attack while moving is a pos, but I don't think this is the way to go about solving the problem.




---
"Don't forget that the purpose of war is not to die for your country, but to make the other son of a ***** die for his."
Tabcef Topue, Corbantis/
"The CSR, the ultimate jedi weapon."
Ankh Kho, Kettemoor
Vaedross
Wed Nov 12, 2003 4:32 pm
#25

If you're going to compare distances to reality then you should compare all the involved factors. Take that in the context of a player's movement speed.

Within the span of 1 second a player can jog 4.5 meters (see recent TestCenter posts). That means a player's jogging pace is 16 kmph. Maybe players just run too fast and it's distorted the game mechanics?

Now that mounts are about to be released perhaps nerfing a player's movement speed is in order? If burstrun speed is left alone then it won't affect PvE combat too much and it would certainly make PvP combat more interesting.



Ifele Speederbike Ninja 1
TKA 4031 | Rifleman 2003 | Master Artisan | Armorsmith 1004 | Ex-Master Medic
Visit Tatooine Tales! Tatoine, Bestine (-1507,-4428) We've got EVERYTHING!
NOTE: My opinions as presented outside the Artisan and Test Center forums are my own and do NOT reflect my representation of these issues to the developers.
ARTISAN TOP 5 ISSUE RESPONSES (12/23/03)
RoyalGuardian
Wed Nov 12, 2003 4:40 pm
#26

I agree. This is one of the main reasons why TKA's can be owned in PvP. Even PvE for that matter...
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